Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 29 results for 'calling reappears gleams to have require'.
Other Suggestions:
casting reappears glass to have requires
causing reappears glass to have requires
calling reapers gleams to have require
causing reappears gems to have requires
casting reappears glass to have required
Monsters
Spelljammer: Adventures in Space
Nature. The apparition doesn’t require air, drink, food, or sleep.Radiant Eruption. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Radiant Eruption
the possession ends, the apparition reappears in an unoccupied space within 5 feet of the body. If it reappears in a location not on the Astral Plane, the apparition is destroyed. The target is immune
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
to 0 hit points, any creature in the fractine’s demiplane is released instantly. A released creature reappears in an unoccupied space as close to the fractine (or where it died) as possible. A
Monsters
Mordenkainen Presents: Monsters of the Multiverse
silver cord instead of dealing damage.
Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep.Multiattack. The dreadnought makes one Bite attack and two Claw attacks.
Bite
feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target’s next turn, it reappears in the
Monsters
Fizban's Treasury of Dragons
. The shard doesn’t require air, food, drink, or sleep.Multiattack. The shard makes two Telekinetic Rend attacks.
Telekinetic Rend. Melee or Ranged Spell Attack: +12;{"diceNotation":"1d20+12
is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a dispel evil and good spell, is used on it. When it leaves the object, it reappears in the nearest
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
Monsters
Icewind Dale: Rime of the Frostmaiden
reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.Nass
cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
Monsters
Icewind Dale: Rime of the Frostmaiden
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic
members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The apparition doesn’t require air, drink, food, or sleep.
Actions
Radiant Eruption. Melee or
and good spell. When the possession ends, the apparition reappears in an unoccupied space within 5 feet of the body. If it reappears in a location not on the Astral Plane, the apparition is destroyed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spells. When you cast them with this trait, they don’t require components. Githzerai In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge. Ability Score Increase. Your
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, he reforms within Dargaard Keep in 2d6 days.
Unusual Nature. Caradoc doesn’t require air, food, drink, or sleep.
Actions
Multiattack. Caradoc makes two Withering Touch attacks.
Withering Touch
reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Bonus Actions
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
having to make other people’s nice clothes all bloody, but some circumstances require carefully applied martial force. And others require the same thing, but with a lot less care. Sending a Clear Message
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.
Actions
a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractine’s demiplane is released instantly. A released creature reappears in an unoccupied space as close to the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. The shard doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The shard makes two Telekinetic Rend attacks.
Telekinetic Rend. Melee or Ranged Spell Attack: +12 to hit, reach 10 ft
; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a dispel evil and good spell, is used on it. When it leaves the object, it reappears in the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
against a creature traveling by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage.
Unusual Nature. The dreadnought doesn’t require air
within 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target’s next turn, it reappears in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. A ghost doesn’t require air, food, drink, or sleep. Ghost
Medium undead, any alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)
STR
7 (−2)
DEX
13
dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant. Immortal Nature. An archon doesn’t require food, drink, or sleep
harmless demiplane until the end of the archon’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.
DAVID RAPOZA
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change
a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
danger of becoming extinct anytime soon. Titanic Nature. Although it eats and sleeps if it so desires, an astral dreadnought doesn’t require air, food, drink, or sleep. Astral dreadnoughts exist for one
target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the astral
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
half-drowned ruins of a temple are visible beyond; a platinum triangle gleams on its leaning belfry.
The causeway rises over water that’s 20 feet deep. From it, characters can see the temple grounds
to escape at the first opportunity. Doors. The doors to the temple are partially submerged and require a successful DC 13 Strength check to open. P4: Nave Murky water covers a triangular chamber. To
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
easily from the inside, but from the outside they’re locked and require a successful DC 25 Dexterity check using thieves tools to open. Spirit Statues. Two spirit statue mascots (see chapter 7) stand on
shout an alarm, calling the characters “trespassers” as they move to attack. This alerts the two cogwork archivists in the nearby Records Room (area L4), which remain in that area, and causes the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells. 7 The creature doesn’t require food, drink, or sleep for 1d4 days
phases of the moon. Some might also require a particular item, ritual, or action to open their gates. The Unearthly Road Keys table offers suggestions on how to enter an unearthly road. Unearthly Road
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
do so. Portcullises. The gatehouse’s portcullises are so large that they each require two winches to operate, one on the second floor of each adjoining tower, and the two winches must be operated
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the keep. The mechanism to lower the portcullis is in area 2. Were the portcullis to be dropped, lifting it manually would require a successful DC 22 Strength (Athletics) check. Scaling the Walls. The
drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, Gremorly reappears in an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
order to get it back. Spellcasting. As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can’t cast spells that require material components, which limits its options
body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have already eaten their sled dogs. Now, Gunvald has decided that desperate times require desperate measures. He plans to kill four of the tribe’s eldest members and cook them to feed the rest of the
attack anyone bearing this symbol except in self-defense. The Test Begins. The figure calling out to the characters is King Jarund, who has ordered that the camp be torn down so that the nomads can