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Returning 35 results for 'both battered diffusing calls regards'.
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both battered diffusing class regards
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests
, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4;{"diceNotation":"2d4
Monsters
Waterdeep: Dungeon of the Mad Mage
saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
to end the effect.
Children of the Night (1/Day). Zorak magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats
Monsters
Waterdeep: Dungeon of the Mad Mage
succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Keresta magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm
Monsters
Curse of Strahd
against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests
/Day). Strahd magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;swarms of rats, provided that the sun isn
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
not at all. Quentillius is a member of the university’s Playactors Drama Guild, where his dedication to what he calls “the craft” is absolute. He looks down on other actors who are slow to memorize
lines or who miss cues. Backstage crew members fare better, as Quentillius regards them as crucial and often brings them and the director flowers or notes of thanks. While Quentillius is a powerful
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
not at all. Quentillius is a member of the university’s Playactors Drama Guild, where his dedication to what he calls “the craft” is absolute. He looks down on other actors who are slow to memorize
lines or who miss cues. Backstage crew members fare better, as Quentillius regards them as crucial and often brings them and the director flowers or notes of thanks. While Quentillius is a powerful
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
not at all. Quentillius is a member of the university’s Playactors Drama Guild, where his dedication to what he calls “the craft” is absolute. He looks down on other actors who are slow to memorize
lines or who miss cues. Backstage crew members fare better, as Quentillius regards them as crucial and often brings them and the director flowers or notes of thanks. While Quentillius is a powerful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
calls for them. Rizzeryl offers the adventurers a reward if they destroy both Xanathar Guild outposts on this level (areas 9 and 20) and return with the heads of both guild leaders, whose names, he
deliver the heads of Nadia and Shunn, Rizzeryl gives them a stone key hidden in this room (see “Secret Compartment” below). If the characters attack him, Rizzeryl calls forth the wererats to defend him
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
calls for them. Rizzeryl offers the adventurers a reward if they destroy both Xanathar Guild outposts on this level (areas 9 and 20) and return with the heads of both guild leaders, whose names, he
deliver the heads of Nadia and Shunn, Rizzeryl gives them a stone key hidden in this room (see “Secret Compartment” below). If the characters attack him, Rizzeryl calls forth the wererats to defend him
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
calls for them. Rizzeryl offers the adventurers a reward if they destroy both Xanathar Guild outposts on this level (areas 9 and 20) and return with the heads of both guild leaders, whose names, he
deliver the heads of Nadia and Shunn, Rizzeryl gives them a stone key hidden in this room (see “Secret Compartment” below). If the characters attack him, Rizzeryl calls forth the wererats to defend him
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” sidebar). Xetzirbor This mind flayer regards the characters with interest. Xetzirbor refuses to disclose its timeline but hints that it knows about the demonic incursion. The mind flayer tries to entice
the characters into telling it what they have discovered, but of its own purpose, Xetzirbor reveals only that it came to Gravenhollow to find a way to save a dying elder brain it calls Cyrog. Yauln A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” sidebar). Xetzirbor This mind flayer regards the characters with interest. Xetzirbor refuses to disclose its timeline but hints that it knows about the demonic incursion. The mind flayer tries to entice
the characters into telling it what they have discovered, but of its own purpose, Xetzirbor reveals only that it came to Gravenhollow to find a way to save a dying elder brain it calls Cyrog. Yauln A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the poison dart traps. A character who searches the area finds the false stone and lever with a successful DC 15 Wisdom (Perception) check. 9b. Shunn’s Gang Lanterns. Battered oil lanterns rest atop
calls for bugbear reinforcements from area 9d. Shunn’s goal in any conflict is to capture his enemies and haul them to Skullport as trophies. Once there, the prisoners are brought to Skull Island and left
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” sidebar). Xetzirbor This mind flayer regards the characters with interest. Xetzirbor refuses to disclose its timeline but hints that it knows about the demonic incursion. The mind flayer tries to entice
the characters into telling it what they have discovered, but of its own purpose, Xetzirbor reveals only that it came to Gravenhollow to find a way to save a dying elder brain it calls Cyrog. Yauln A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
combat, grumbling that the characters are “puny cheapskates.” If the ogre drops to half his Hit Points or fewer, he calls to Cindertooth in area E3 for aid. Hiring the Ogre. Oggdug is accustomed to
on his threat. E3: Dragon’s Den This spacious cavern contains battered armor, broken weapons, casks of ale and mead, and other supplies. A red-scaled dragon glowers down at the chamber from a rocky
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the poison dart traps. A character who searches the area finds the false stone and lever with a successful DC 15 Wisdom (Perception) check. 9b. Shunn’s Gang Lanterns. Battered oil lanterns rest atop
calls for bugbear reinforcements from area 9d. Shunn’s goal in any conflict is to capture his enemies and haul them to Skullport as trophies. Once there, the prisoners are brought to Skull Island and left
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the poison dart traps. A character who searches the area finds the false stone and lever with a successful DC 15 Wisdom (Perception) check. 9b. Shunn’s Gang Lanterns. Battered oil lanterns rest atop
calls for bugbear reinforcements from area 9d. Shunn’s goal in any conflict is to capture his enemies and haul them to Skullport as trophies. Once there, the prisoners are brought to Skull Island and left
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
combat, grumbling that the characters are “puny cheapskates.” If the ogre drops to half his Hit Points or fewer, he calls to Cindertooth in area E3 for aid. Hiring the Ogre. Oggdug is accustomed to
on his threat. E3: Dragon’s Den This spacious cavern contains battered armor, broken weapons, casks of ale and mead, and other supplies. A red-scaled dragon glowers down at the chamber from a rocky
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
combat, grumbling that the characters are “puny cheapskates.” If the ogre drops to half his Hit Points or fewer, he calls to Cindertooth in area E3 for aid. Hiring the Ogre. Oggdug is accustomed to
on his threat. E3: Dragon’s Den This spacious cavern contains battered armor, broken weapons, casks of ale and mead, and other supplies. A red-scaled dragon glowers down at the chamber from a rocky
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
but now has only one battered tower near the south road. A wraith—the tormented remnant of a long-dead garrison commander—stands watch. When it detects visitors, the wraith lets out a shriek that
.
The wights take their orders from the wraith in area N1, and the wraith has instructed the wights to attack trespassers on sight. However, a character who calls for a cessation of hostilities can, with
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
but now has only one battered tower near the south road. A wraith—the tormented remnant of a long-dead garrison commander—stands watch. When it detects visitors, the wraith lets out a shriek that
.
The wights take their orders from the wraith in area N1, and the wraith has instructed the wights to attack trespassers on sight. However, a character who calls for a cessation of hostilities can, with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, icy wind whistles through South Gate as you enter Luskan. The shops and taverns lining the main thoroughfare of the City of Sails are as battered and weathered as the grim customers entering them. At
first glance, the city’s reputation as a den for pirates and raiders appears well earned.
Just ahead of you, a wagon has broken down in front of a tavern. The elderly human driver calls out for help
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, icy wind whistles through South Gate as you enter Luskan. The shops and taverns lining the main thoroughfare of the City of Sails are as battered and weathered as the grim customers entering them. At
first glance, the city’s reputation as a den for pirates and raiders appears well earned.
Just ahead of you, a wagon has broken down in front of a tavern. The elderly human driver calls out for help
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
but now has only one battered tower near the south road. A wraith—the tormented remnant of a long-dead garrison commander—stands watch. When it detects visitors, the wraith lets out a shriek that
.
The wights take their orders from the wraith in area N1, and the wraith has instructed the wights to attack trespassers on sight. However, a character who calls for a cessation of hostilities can, with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, icy wind whistles through South Gate as you enter Luskan. The shops and taverns lining the main thoroughfare of the City of Sails are as battered and weathered as the grim customers entering them. At
first glance, the city’s reputation as a den for pirates and raiders appears well earned.
Just ahead of you, a wagon has broken down in front of a tavern. The elderly human driver calls out for help
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Saltmarsh develops under their control. They intend to ignite open war between Keoland and the Sea Princes, leaving both realms battered and weakened while the Brotherhood moves in. Unlike the other
, prompting outraged calls for justice from Anders. 19 Pirate activity increases, bearing the unmistakable mark of the Sea Princes. The Brotherhood’s ships adopt Sea Prince regalia to confuse the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Saltmarsh develops under their control. They intend to ignite open war between Keoland and the Sea Princes, leaving both realms battered and weakened while the Brotherhood moves in. Unlike the other
, prompting outraged calls for justice from Anders. 19 Pirate activity increases, bearing the unmistakable mark of the Sea Princes. The Brotherhood’s ships adopt Sea Prince regalia to confuse the






