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                        Returning 35 results for 'combat ward renewal'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    
4th level (3 slots): blight, death ward, divination
5th level (1 slot): antilife shell, destructive waveMultiattack. (Vampire Form Only). Keresta makes two attacks, only one of which can be a bite
                                                
                                            
                                                
                                                     (god of birth and renewal) in Waterdeep. She also has her sights set on destroying the House of the Moon — Waterdeep's temple of Selûne, whom she blames for the destruction of Vanrak Moonstar.A Vampire's
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     legendary actions at the start of his turn.
Cast Spell. Halaster casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5
                                                
                                            
                                                
                                                    , however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
10
5
4
Howler fur has certain arcane properties that are sought after by witches and warlocks for their various brews. Some Obojimans believe that a
                                                
                                            
                                                
                                                     tuft of howler fur that is burned in a fireplace can ward off evil spirits. Howler fur can be found snagged on bramble thickets, along game trails, and near howler camps within and around the forests and caves where they dwell.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
3
1
2
Nobblewort is a fairly common lichen whose bumpy, knobbly texture gives it its name. You can often see a bundle of nobblewort hanging from the
                                                
                                            
                                                
                                                     eaves of many village houses as it is said to ward off bad luck and mischievous spirits. Nobblewort can be found clinging to most deciduous trees across the island.
                                                
                                            
                                        
                                                    Orc
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their
                                                
                                            
                                                
                                                     while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to send the group on a mission to destroy the Spires of the Morning, the temple of Lathander (god of birth and renewal) in Waterdeep. She also has her sights set on destroying the House of the Moon
                                                
                                            
                                                
                                                     enfeeblement, spiritual weapon 3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians 4th level (3 slots): blight, death ward, divination 5th level (1 slot): antilife shell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Converted Windmill: Spring The key that the characters found in the mausoleum leads them to an old windmill in the Southern Ward. Volkarr Kibbens and Urlaster Ghann (NE male Illuskan human commoners
                                                
                                            
                                                
                                                    ) are hiding out in a secure apartment on the upper floor (area W7). In combat, they wield shovels that deal damage as clubs. Each carries 3d6 gp in a pouch. Volkarr and Urlaster were recently hired by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     in the Hive Ward: Bleak Cabal. Within the Gatehouse, members of the Bleak Cabal reject the philosophies of other factions, believing the multiverse is devoid of meaning. Bleakers combat their
                                                
                                            
                                                
                                                    Hive Ward Neglected by the dabus and the generosity of other wards, the Hive Ward has fallen into disrepair. Its buildings are lopsided hodgepodges of architectural styles and materials, their floors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Cellar Complex: Autumn The characters have been encouraged to explore a Xanathar Guild hideout under the Southern Ward. They enter the location through area B1. The Xanathar Guild Roster table
                                                
                                            
                                                
                                                     and then stops working. If combat breaks out in the cellar complex, Thorvin Twinbeard flees up the stairs in area B8 and uses a key to unlock the door leading outside. He has no loyalty to the other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , they’re willing to thumb their noses at local authorities and risk death in pursuit of the Stone of Golorr. Summary The stone is delivered to Thrakkus, a dragonborn butcher in the Field Ward (encounter
                                                
                                            
                                                
                                                     10, “Converted Windmill”). Thrakkus hides the stone in one of his meat deliveries. The characters follow the delivery cart to an alley in the Trades Ward where Zhents meet in secret (encounter 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Lower Ward Industrial smog and fumes blanket the Lower Ward, a noisy tangle of bellowing forges, magical refineries, and alchemical emissions. Cobblers, smiths, and smelters gravitate to the ward
                                                
                                            
                                                
                                                     worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     coming for you.” Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.” Combat Notes Mercion counts on her armor to protect her as she administers healing. She uses
                                                
                                            
                                                
                                                    
 2/day each: command, create food and water, cure wounds, faerie fire, hold person, revivify
 1/day: death ward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     enlivened should replace the old and depleted in an unending cycle, bringing constant refreshment and renewal. This principle accounts for the combine’s analytical bent and its emphasis on knowledge as a
                                                
                                            
                                                
                                                     crabs, fish, jellyfish, and a variety of other creatures to give them natural armor and weapons, gills, venomous stings, and other combat-focused adaptations.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Theater: Autumn At the end of their previous encounter, the characters are no closer to finding the Stone of Golorr. Jarlaxle is waiting for them at the Seven Masks Theater in the Dock Ward. The
                                                
                                            
                                                
                                                     arrested by the City Watch for theft and taken to a courthouse in the Castle Ward to face the judgment of a magister. No doubt he hid the stone before his capture. You must speak to him right away
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     ward, for example—bullywugs who feel as if he has abandoned them are likely to leap away into the mere and never come back. If Pharblex is killed, most bullywugs desert immediately. The lizardfolk are
                                                
                                            
                                                
                                                     and let the bullywugs bear the brunt of combat and casualties. If the lizardfolk have been won over to fighting alongside the characters, then they hunt bullywugs through the castle and grounds and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     ward, for example — bullywugs who feel as if he has abandoned them are likely to leap away into the mere and never come back. If Pharblex is killed, most bullywugs desert immediately. The lizardfolk
                                                
                                            
                                                
                                                     back and let the bullywugs bear the brunt of combat and casualties. If the lizardfolk have been won over to fighting alongside the characters, then they hunt bullywugs through the castle and grounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     sailors are Celestials instead of Humanoids) are lounging here. The sailors are indifferent to the characters but jump into combat to protect themselves and their fellows. These sailors were lackeys
                                                
                                            
                                                
                                                     front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     entrance extend into the cave.
 A character who examines the symbols and succeeds on a DC 13 Intelligence (Arcana) check recognizes them as arcane runes designed to ward the cave against magical
                                                
                                            
                                                
                                                     a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
 The cell is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack
                                                
                                            
                                                
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself. Halaster Blackcloak
 Medium humanoid (human), chaotic
                                                
                                            
                                                
                                                     start of his turn.
 Cast Spell. Halaster casts a spell of 3rd level or lower.
 Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     veins of magma. One pillar glows notably brighter than the others. A runestone halfway up the brightly glowing pillar is cracked.
 The runestones embedded in these pillars form a magical ward. This ward
                                                
                                            
                                                
                                                     stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     operation out of a heavily guarded warehouse in the Dock Ward, offering loans to those in need of coin. Her interest rates are comparable to those of her competitors (including noble families of bankers such
                                                
                                            
                                                
                                                    , setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle’s Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     seek greater power to combat a formidable threat, they suppress their basic nature and come together to do their work. The result is a coven. Being part of a coven gives each individual hag more
                                                
                                            
                                                
                                                    , inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     purpose. The longer dragons stay with a lauth, the more wards they receive. Most hidecarved dragons have one of these wards plus an additional ward for each age category above wyrmling. You can roll for
                                                
                                            
                                                
                                                     these effects on the Hidecarved Wards table or choose effects as you wish. Hidecarved dragons adorn their scales with mystic words Hidecarved Wards    d6 Ward Effect 
     1  Immutability. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Ward 9 Greater Restoration, Mass Cure Wounds  Level 3: Preserve Life As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore
                                                
                                            
                                                
                                                     Subclass  
  The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the characters, although it’s big enough to hold only two adults.) Tying a wooden horn to one’s head also bypasses the pool’s magical ward. On a small island in the middle of the lake, the characters
                                                
                                            
                                                
                                                    , Sylvan
 Challenge 1/4 (50 XP) Proficiency Bonus +2
 False Appearance. If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     cave’s entrance, but she assures the characters she’ll rearm the pit trap at the cave’s mouth to ward off intruders. Bluemaw Cave Features The cave is carved from igneous rock. Its entrance sports a
                                                
                                            
                                                
                                                     creature has sunk. Grick Alpha. If combat breaks out, a grick alpha and two gricks that were dozing in the sand emerge in a random space adjacent to the quicksand. They indiscriminately attack any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    .
 Three Bugbear Warriors make taffy in this room. The bugbears work for Uncle Nibblecheek and are Hostile toward intruders. In combat, they attempt to shove characters into the taffy puller (described
                                                
                                            
                                                
                                                     to disobey Uncle Nibblecheek’s orders.
 
 If Bubba Wugga defeats the characters in combat, they awaken as prisoners in the dungeon (area C15) with 1 Hit Point each. Only candy can make Bubba Wugga
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
                                                
                                            
                                                
                                                     abjuration and evocation magic to a detect magic spell. Its first ward triggers when any creature that is not a construct or an undead moves within 20 feet of it, filling the area of the well to a height
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ward (abjuration), mage hand (conjuration), true strike (divination), friends (enchantment), dancing lights (evocation), minor illusion (illusion), chill touch (necromancy), and prestidigitation
                                                
                                            
                                                
                                                     goblet again. Magic Goblet Charms    d8 Charm 
     1  Charm of the Abjurer. This charm allows you to cast the blade ward cantrip as an action at will. After 24 hours, this charm vanishes from you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     conflict between dragons and giants, and she urges the characters to seek out a powerful good dragon, convince it to contact other good dragons, and use them to combat the giants. Naxene is confident
                                                
                                            
                                                
                                                     provides directions to his residence in the city’s North Ward: a tall stone house with a tower on one corner. Chazlauth has a silver dragon wyrmling companion named Irizzorl that he keeps hidden in his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:
 Cantrips (at will): blade ward, vicious mockery
 1st level (4 slots
                                                
                                            
                                                
                                                     Auran and Common but speaks only through the use of its Mimicry trait
 Challenge 1/4 (50 XP)
 Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against any creature it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     nations, a tremendous, forbidding jungle, and all manner of lands destroyed or transformed by magical cataclysms and upheavals. Amid the ruin and the distress in these realms are signs of renewal and
                                                
                                            
                                                
                                                     populace. Where once a long royal line sat its throne and ruled over a unified kingdom, now a Grand Council sits around a table and struggles to combat the presence of demons, and demon worship, within the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     chapter 7). Treasure The drow wears a suit of elven chain and carries a pair of fine daggers decorated with rubies (1,000 gp each), as well as a scroll of primordial ward (see appendix B). See area N7
                                                
                                            
                                                
                                                     loud enough that sounds of combat in this cave can’t be heard elsewhere. N16. Tortured Cavern The walls have a smoothed, rippled look about them, as if the stone was melted. Squat stalagmites and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the area, prompting residents to leave offerings outside their doors to ward off the evil. 4 The radius of any light source in the zone is halved, and saving throws against necromancy spells are made
                                                
                                            
                                                
                                                     violence are always successful. 3 Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the cloud of daggers spell, but the
                                                
                                            
                                        





