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Returning 35 results for 'block before defender continues resumes'.
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Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Monsters
Forgotten Realms: Adventures in Faerûn
to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days, he appears in the space of his soul gem, using the Sammaster (Dracolich Form) stat block. The gem is a
. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind
Monsters
Forgotten Realms: Adventures in Faerûn
, he appears in an unoccupied space within 5 feet of his soul gem (so long as the gem still exists), using the Sammaster (Lich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and
for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt
Monsters
Dragon of Icespire Peak
Martial Role. The warrior has one of the following traits of your choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.Longsword
","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an
wherever the spell’s level appears in the stat block.
Celestial Spirit
Large celestial
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.
If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill
eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions
Monsters
Candlekeep Mysteries
substances block this vision, as does a thin sheet of lead.Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 34
role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacker.The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has
enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Steel Defender (p. 61) In the first paragraph, the third sentence has been changed to “See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in
block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.” The following text has been added to the end of the fourth paragraph: “The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your
your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency
turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
companion, a Steel Defender (see the stat block). You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics. The defender is
materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
Level 3: Tools of the Trade You gain the following
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an
: Concentration, up to 1 hour
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender
. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your
stat block. Celestial Spirit
Large celestial
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
action—it can do nothing else on that turn. After reforming, the animated armor resumes attacking. This continues as long as any character remains in this area. Each time a suit of armor is destroyed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Reassembling takes a suit’s entire action—it can do nothing else on that turn. After reforming, the animated armor resumes attacking. This continues as long as any character remains in this area Each time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
is elsewhere while the rest of the party continues the adventure. Come up with in-game reasons for the character to temporarily leave the party and rejoin later, such as following up on a rumor or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. This area is the north end of a large natural cavern, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a
number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block). As a
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Forest of Hands From the waterfalls, the journey to the Forest of Hands takes 10 hours. Dukha continues to serve as the characters’ navigator, regardless of the events at the waterfall. For every 3
travel. Forest of Hands Encounters d4 Encounter 1 Three clots of animate angul tree sap (use the black pudding stat block) attack from underwater. 2 Spectral boats appear through the trees. Dukha
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the Tiny Servant stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
no light source in the shaft, which continues down 50 feet until it ends in a folding ladder with a dangling cord. When unfolded, the ladder reaches another 20 feet to the sewer tunnel floor. When the
20-foot-high tunnel. The sewer tunnel is 30 feet wide and continues in both directions. The tunnel has a raised walkway 5 feet wide and 5 feet tall along both sides. The main passage is flowing with 1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
block) for up to 1 minute or until you use an action to speak the command word again, whereupon it transforms back into a card. The deck defender obeys your spoken commands. If you issue no commands
companions. Roll initiative for the devil, which has its own turns. The DM has the creature’s stat block. On each of your turns, you can issue a verbal command to the devil (no action required by you), and as






