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Returning 35 results for 'bringing battle diffusing conjure regards'.
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Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
, control water*, dominate beast, freedom of movement*, watery sphere5th level (2 slot): conjure elemental*, maelstrom,scrying*, tree stride6th level (1 slot): heal7th level (1 slot): plane shift
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.Red abishais have no equals among the
abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the plane of Acheron. It is there in the afterlife where the chosen ones will join Gruumsh and his armies in their endless extraplanar battle for supremacy.
Gods of the Orcs
Orcs believe their gods
gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” episode, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” chapter, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” chapter, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” episode, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” chapter, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” episode, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, reorganizing its cult and bringing the scattered remnants of the other cults to heel. This time allows the characters to plan a second assault. The factions the characters are affiliated with take a more
active role in thwarting Elemental Evil. Reports from characters who survived the first battle carry great weight with them, and it’s possible that a faction was scrying near the node at just the right
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, reorganizing its cult and bringing the scattered remnants of the other cults to heel. This time allows the characters to plan a second assault. The factions the characters are affiliated with take a more
active role in thwarting Elemental Evil. Reports from characters who survived the first battle carry great weight with them, and it’s possible that a faction was scrying near the node at just the right
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, reorganizing its cult and bringing the scattered remnants of the other cults to heel. This time allows the characters to plan a second assault. The factions the characters are affiliated with take a more
active role in thwarting Elemental Evil. Reports from characters who survived the first battle carry great weight with them, and it’s possible that a faction was scrying near the node at just the right
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
moment or prevent a crucial order from reaching its destination. Harper Agents. Intercepting intelligence during battle is a Harper specialty, and Harper agents can provide key information about cult
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
moment or prevent a crucial order from reaching its destination. Harper Agents. Intercepting intelligence during battle is a Harper specialty, and Harper agents can provide key information about cult
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
moment or prevent a crucial order from reaching its destination. Harper Agents. Intercepting intelligence during battle is a Harper specialty, and Harper agents can provide key information about cult
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Allow the characters to guide the decision of Vogler’s leaders, who will largely support any plan that doesn’t involve a preemptive strike or bringing battle into the village.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Allow the characters to guide the decision of Vogler’s leaders, who will largely support any plan that doesn’t involve a preemptive strike or bringing battle into the village.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Allow the characters to guide the decision of Vogler’s leaders, who will largely support any plan that doesn’t involve a preemptive strike or bringing battle into the village.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants. Kuo
(escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Bonus Actions
Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants. Kuo
(escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Bonus Actions
Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants. Kuo
(escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Bonus Actions
Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
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
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
prepare. Battle Smith Spells Artificer Level Spell 3rd heroism, shield 5th branding smite, warding bond 9th aura of vitality, conjure barrage 13th aura of purity, fire shield 17th banishing smite, mass
Battle Smith Commanding nothing less than the power to create life, many battle smiths turn their genius toward forging technologically remarkable puppies and kitties.
Maybe I’ve underestimated
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
prepare. Battle Smith Spells Artificer Level Spell 3rd heroism, shield 5th branding smite, warding bond 9th aura of vitality, conjure barrage 13th aura of purity, fire shield 17th banishing smite, mass
Battle Smith Commanding nothing less than the power to create life, many battle smiths turn their genius toward forging technologically remarkable puppies and kitties.
Maybe I’ve underestimated
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
prepare. Battle Smith Spells Artificer Level Spell 3rd heroism, shield 5th branding smite, warding bond 9th aura of vitality, conjure barrage 13th aura of purity, fire shield 17th banishing smite, mass
Battle Smith Commanding nothing less than the power to create life, many battle smiths turn their genius toward forging technologically remarkable puppies and kitties.
Maybe I’ve underestimated
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
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
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
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
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a villain and a group of minions in a battle to the finish. 2 The adventurers chase a villain while dodging obstacles designed to thwart them, leading to a final confrontation in the villain’s refuge
. 3 The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape. 4 The adventurers race to the site where a villain is bringing a master plan to its






