Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both been druid chain remain'.
Other Suggestions:
both been druids chaos remain
both been druids claim remain
both been druids chaos remains
both been druids charm remains
both been druids claim remains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid
Monsters
Quests from the Infinite Staircase
Tree Shape (2/Day). Over the course of 1 minute, Derwyth can magically transform into a Huge or smaller tree and remain in that form for 24 hours or until she ends this transformation early (no
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger
Monsters
Waterdeep: Dungeon of the Mad Mage
attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
Monsters
Bigby Presents: Glory of the Giants
only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Monsters
Locathah Rising
druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals2nd level (3 slots): darkvision, hold
unoccupied space they can see.Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with
Monsters
Divine Contention
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
earned her nickname from her habit of gnawing on old kills, and is often seen with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
priests.
5
A Gruul druid hates me but would never dare to touch me.
6
I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative.
7
Roll an additional
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
Deep Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
wyrmling with an experimental bent has created a “garden” of gray ooze;gray oozes.
6
An orphaned deep dragon wyrmling is cared for by a giant constrictor snake that is the recipient of a druid’s awaken spell.
Poison, Psychic
Monsters
Princes of the Apocalypse
, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Legendary Resistance (3/Day). If Yan-C-Bin fails a saving throw, he
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
Monsters
Eberron: Rising from the Last War
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult crystal dragon convinces a druid to cast the awaken spell on creatures around the
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
area 31. 20 2 armored ogre The ogres remain here to watch over the prisoners. 21 1 fire giant The fire giant heads to area 20 if the wheel stops turning and raises the portcullis to area 22 if it
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
the armor you’re wearing (see PHB, "Armor and Shields"). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16. Unarmored
Dexterity modifier. Natural Armor: 10 + your Dexterity modifier + your natural armor bonus. This is a calculation method typically used only by monsters and NPCs, although it is also relevant to a druid
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
Wondrous item Yes (cleric, druid, or paladin) Periapt of proof against poison Wondrous item No Ring of animal influence Ring No Ring of evasion Ring Yes Ring of feather falling Ring Yes Ring of free
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guarded by four awakened zurkhwoods (use awakened tree statistics).
A svirfneblin druid inhabited this grove until a few months ago, when he felt threatened by the arrival of the aboleth and decided
to follow the River of the Depths back down into the Underdark. Before he left, the druid cast awaken spells on seven zurkhwoods in the grove, three of which have since been felled by duergar axes and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
those who survived Acererak’s onslaught remain on the island and are still working to rebuild. Many seek to reclaim the treasures that were stolen from them. Geography. The Isle of Serpents is a part of
an archipelago known as the Asperdi-Duxchan Chain. The island’s temperate climate creates a haven for venomous snakes and poisonous fauna, and its craggy cliffs contain treacherous coastal cave systems
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Ssethian Scourges The Ssethian Scourges were three spirit nagas that fought the yuan-ti of the Slitherswamp, eventually claiming victory. Only two spirit nagas remain, Excrutha and Serakath
kill or chain up those they can’t magically enslave. Shortly after the Ssethian Scourges defeated their yuan-ti foes, a tribe of bullywugs led by a death slaad appeared in the Slitherswamp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
fountains made of bronze-inlaid marble. The southern one is cracked, and only dry limy deposits remain in it. The northern one contains about two feet of dark water, fed by a trickle that falls from the
“crayfish” is nothing more than the shed shell of a long-expired resident of the fountain. Beneath it is a platinum key and chain (worth 20 gp). The key unlocks the portcullis that blocks the exit in area 53.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of Swarming Insects Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you
charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shapechange Level 9 Transmutation (Druid, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a jade circlet worth 1,500+ GP)
Duration: Concentration, up to 1 hour
You shape-shift
Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Polymorph Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
You
form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
go to the ruined town of Thundertree and consult with the druid Reidoth, who might know the whereabouts of Cragmaw Castle, Wave Echo Cave, or both. Townmaster Harbin Wester wants the characters to
retrieve his map. Each of these possible quests has its own section in this part of the adventure. The characters can remain in Phandalin long enough to rest up and purchase supplies. When they’re done, have them pick a storyline to investigate, then set out for the appropriate destination.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sibriex
Titivilus
Wastrilith
White abishai
Yagnoloth
Yeenoghu
Zariel
Zuggtmoy
Giants Dire troll
Ogre battering ram
Ogre bolt launcher
Ogre chain brute
Ogre howdah
Rot troll
kith’rak
Githyanki supreme commander
Githzerai anarch
Githzerai enlightened
Gloom weaver
Meazel
Nagpa
Shadow dancer
Skulk
Soul monger
Tortle
Tortle druid
Monstrosities Adult
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Swarming Insects Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a
Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Swarming Insects Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you
charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Shapes Level 8 Transmutation (Druid) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose any number of willing creatures that you can see within range. Each
Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.






