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Returning 35 results for 'closing ward requiring'.
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causing wall requiring
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Monsters
Princes of the Apocalypse
). He can innately cast the following spell, requiring no material components:
1/day: pass without trace
Spellcasting. Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell
):
Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth*
1st level (4 slots): chromatic orb, mage armor, magic missile
2nd level (3 slots): Maximilian's earthen grasp,* shatter
Duergar Soulblade
Legacy
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Monsters
Out of the Abyss
attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter's mark
Sunlight Sensitivity. While in sunlight, the duergar has
Monsters
Strixhaven: A Curriculum of Chaos
.
Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
At will: druidcraft, spare the dying
1/day each: death
ward, pass without trace, speak with plantsWither Burst. When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 19 (2d10 + 8);{"diceNotation":"2d10+8","rollType":"damage","rollAction":"Tail","rollDamageType":"thunder"} thunder damage.
Spellcasting. Hutijin casts one of the following spells, requiring no
, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Fizban's Treasury of Dragons
save, the creature takes half as much damage and isn’t incapacitated.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
’s lair.
4
Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a
Monsters
Fizban's Treasury of Dragons
). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
1/day each: dissonant whispers, hold person, meld
portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon’s hoard.
5
A sapphire dragon
Monsters
Fizban's Treasury of Dragons
successful save, the creature takes half as much damage and isn’t incapacitated.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon’s hoard.
5
A sapphire dragon threatens to sink a town into the Underdark
Monsters
Fizban's Treasury of Dragons
creature takes half as much damage and isn’t incapacitated.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the
flayer;mind flayers that usurped the dragon’s lair.
4
Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy
Githyanki Gish
Legacy
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Monsters
Mordenkainen’s Tome of Foes
hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each
","rollAction":"Spellcasting"} to hit with spell attacks). The githyanki has the following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious
Mind Flayer Arcanist
Legacy
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Monsters
Monster Manual (2014)
spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self
":"Spellcasting"} to hit with spell attacks). The mind flayer arcanist has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots
Symbol
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Spells
Basic Rules (2014)
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
DC 20). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie
, dispel magic, spirit guardians
4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
5th level (3 slots): contagion, flame strike, geas, mass cure wounds
6th level (2
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became more withdrawn and secretive, closing Ghalasine to trade and failing to honor his alliances. A powerful spellcaster, Charmayne had become jealous of the king’s passion and warmth. Longing to
loyal captain returned to Ghalasine at once but found herself unable to enter the city. Charmayne had anticipated Naevys’s return and prepared accordingly by invoking a powerful ward that prevents
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became more withdrawn and secretive, closing Ghalasine to trade and failing to honor his alliances. A powerful spellcaster, Charmayne had become jealous of the king’s passion and warmth. Longing to
loyal captain returned to Ghalasine at once but found herself unable to enter the city. Charmayne had anticipated Naevys’s return and prepared accordingly by invoking a powerful ward that prevents
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
triggers a pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that releases a set of horizontal bars—closing off the archway and trapping the interloper. The character can
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
triggers a pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that releases a set of horizontal bars—closing off the archway and trapping the interloper. The character can
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each
following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your
proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your
proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter’s mark
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter’s mark
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the
is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the
is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. What price would you put on your life? How much
, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with
.
Spellcasting. Hutijin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: alter self (can become Medium
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. What price would you put on your life? How much
, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with
.
Spellcasting. Hutijin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: alter self (can become Medium
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter’s mark
Sunlight Sensitivity
the following additional feature. Innate Spellcasting (Psionics). The darkhaft’s innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter’s mark
Sunlight Sensitivity
the following additional feature. Innate Spellcasting (Psionics). The darkhaft’s innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no
, spirit guardians
4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
5th level (3 slots): contagion, flame strike, geas, mass cure wounds
6th level (2 slots): blade
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.