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Returning 35 results for 'both before defender command returns'.
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Spells
Player’s Handbook
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next
Guardian Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
level (4 slots): command, cure wounds, shield of faith
2nd level (3 slots): calm emotions, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): banishment, freedom of
Ring of Djinni Summoning
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120
feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the
Magic Items
Tomb of Annihilation
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30
feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell
Spells
Xanathar's Guide to Everything
verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter
ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from
Efreeti Bottle
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90
The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the
Dodge action. Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the
Dodge action. Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the
Dodge action. Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1
Magic Items
Guildmasters’ Guide to Ravnica
.
When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t
specific to each keyrune. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if
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
several places.” The second paragraph has been change to read as follows: “In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if
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
several places.” The second paragraph has been change to read as follows: “In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ooze at Juiblex’s command.
Juiblex’s challenge rating is 24 (62,000 XP) when encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), Juiblex can take one
returns to the space where it began this movement.
Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a
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
several places.” The second paragraph has been change to read as follows: “In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its
Monsters
Fizban's Treasury of Dragons
each: command, divination, hypnotic pattern, lesser restorationThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
Monsters
Fizban's Treasury of Dragons
: command, divination, greater restoration, hypnotic pattern, invisibilityThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
Ring of Djinni Summoning Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
Ring of Djinni Summoning Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
Ring of Djinni Summoning Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ghost Lantern Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light
. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ghost Lantern Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light
. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ghost Lantern Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light
. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
throw this card to an unoccupied space on the ground within 60 feet of yourself while speaking a command word, whereupon the card magically transforms into a deck defender (see chapter 9 for its stat
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
Ring of Djinni Summoning Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
Ring of Djinni Summoning Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The