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Returning 35 results for 'command when rises'.
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Monsters
Monster Manual
equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.Legendary Action Uses: 3 (4 in Lair
. 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against spells and other magical effects.Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Hellfire Lance. Melee Weapon Attack: +10
creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the
Monsters
Eberron: Rising from the Last War
poisoned.
A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow’s next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is
permanently under her command, following her verbal orders.Illmarrow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Waterdeep: Dungeon of the Mad Mage
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
the ground rises the following night as a vampire spawn under Keresta's control.
Charm. Keresta targets one humanoid it can see within 30 feet of it. If the target can see Keresta, the target must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
Monsters
Mordenkainen Presents: Monsters of the Multiverse
times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.Orcus is the Demon
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.Orcus is the Demon Prince of Undeath, also
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
Finger of Death
Legacy
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Spells
Basic Rules (2014)
failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Narzugon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.Multiattack. The narzugon uses its Infernal Command or
Terrifying Command. It also makes three hellfire lance attacks.
Hellfire Lance. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Hellfire Lance"} to hit, reach 10 ft
Spells
Xanathar's Guide to Everything
. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner
crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
. All the lower decks have been picked clean, but the command deck at the top still holds promise. Characters can scale the wreck’s torn outer hull to reach this deck, which is 80 feet off the ground at
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
garbage cans, you geared up, ate a hasty breakfast, and were immediately commanded to the deck of a hammerhead ship called the Flighty Foundling. As soon as you board the ship, it rises into the air
. The good news is that an empty tyrant ship drifts above Toril, waiting for you to crew it, though you’ll need to install a spelljamming helm on the Command Deck to make the ship fly. Traveling aboard
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire Lance
. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature’s soul rises from the River
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z1. Cave Mouth The open jaws of the wolf’s head form a fifteen-foot-high canopy of rock over the cave mouth, held up by natural pillars of rock. The ceiling rises to a height of twenty feet inside
company or their custody, he can command the other werewolves in the den not to attack the characters as they make their way inside.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Fireball 3rd-level evocation
Casting Time: 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Moonstar) issues a terrible command: “Umbraxakar, give these fools the death they deserve!” A cone of necrotic energy erupts from the character as the shadow dragon engulfs the nearest prisoner, a
male dwarf stripped of gear, with its breath weapon. As the dwarf shrivels and dies, an undead shadow rises from his corpse, and the vision ends. Treasure A character who studies the gem-encrusted gold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
mirror is one of Halaster’s gates (see “Gates”). Its rules are as follows: Speaking the proper command word while standing in front of the mirror opens the gate for 1 minute. Characters must be 11th level
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the secret door opens on his command. The adventurers can travel to Araj with the full complement of their expeditionary force. Vizeran allows only the player characters within the tower, though the
far walls and ceiling are out of sight in the darkness. Bits of quartz and mica in the stone glimmer as they catch the light, showing a footpath worn into the stone floor. At the end of that path, a vast, dark shape rises — an enormous stalagmite carved into a bleak, black tower.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
university renamed this hall in his honor and built an enormous statue of him at its center. Details about the hall are summarized here: Ceilings. The center of the hall rises 200 feet above the floor to a
higher or lower in the hall (depending on the direction spoken), along with anything the creature is wearing or carrying. If the destination glyph is occupied or the command doesn’t make sense (such as saying “down” while on the hall’s lowest floor), the transport glyph doesn’t function.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
reaching skyward. As the Moondancer clears the harbor, Captain Sartell stamps her boot hard on the deck. “Flapjack!” she yells. “Take us up!”
Suddenly, the galleon lists and creaks as it rises out of
don’t make it to the docks, Captain Sartell reveals her identity to Traevus and negotiates a deal with him whereby she takes command of the Moondancer in exchange for delivering Traevus, his gang, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
narzugon has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command
rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T13: Great Statue of Orcus A great statue of Orcus scrapes the thirty-foot-high ceiling of this chamber. The rich smell of incense rises from a large stone brazier at the statue’s base, overpowering
decides to test them. He issues a random command, determined by rolling on the Nezzarum’s Commands table, and judges them based on their consequent actions. If they fulfill his wishes, he seems pleased
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
on saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire
Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature’s soul rises from the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are
the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
aiding Kalaman’s military. She was given command of a force to retake the outpost, but that force is small and inexperienced. Darrett asks the characters to join Raven and support her in retaking the
of the fort: In the distance, a squat stone fortress rises from one of the last patches of green before the rocky scrubland of Estwilde. Its tall wooden gates are flanked by crenelated battlements and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn. Every day the death toll from this mysterious substance rises among “blood addicts.”
And no wonder, as it’s produced in Droaam and sold in drams or “veins” by the monstrous thugs of Daask
ultimately under the command of Sora Katra, one of the rulers of Droaam. Physical violence is its specialty, but Daask also dabbles in illegal drugs. House Tarkanan. House Tarkanan is known as a small
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
17. Sauna Heat rises from an enormous oval stone set into the floor of this chamber. Discarded skins are heaped around it, and shelves underneath it are lined with jars. A snake-headed yuan-ti sheds
temple, Yahru knows the following: Ras Nsi commands the yuan-ti of Omu, but his command is tenuous. The high priest, Fenthaza, is Ras Nsi’s chief rival. Ras Nsi is slowly being eaten away by a magical
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
levitate spell in effect, such that any creature that steps into the shaft (or that falls off the stairs) is suspended in midair. A creature that speaks the command word aluhal’kafion (“descend”) drops
20 feet per round until it reaches the bottom of the shaft. If the word ku’lam (“rise”) is spoken, a creature rises 20 feet per round until reaching the top level. Movement stops immediately if the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, around which gather eleven shadows and four shadow assassins (see appendix A) under Umbraxakar’s command. (These undead act immediately after the dragon in the initiative count.)
Dragon’s Dais. To
hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count. The shadow is under Umbraxakar’s control. Umbraxakar and the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir’s command. The vengeful revenants killed many of Strahd’s
animate. To determine where the revenant’s new body rises, roll a d20 and consult the following table.
d20 Corpse Location 1–4 Village of Barovia cemetery (ch. 3, area E6) 5–11 Church graveyard in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin are using these barracks as a forward command post. Thirty sahuagin, three sahuagin champions, five sahuagin coral smashers, and Blademaster Makaht (sahuagin blademaster, see appendix C), if
below. An elite force of six sahuagin champions and four sahuagin coral smashers maintain a guard post here. If the defenders are slain, a shrill battle cry rises from the level below. Regardless of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
At the center of the Outlands, like the axle of a great wheel, is the Spire — a needle-shaped mountain that rises high into the sky. Above this mountain’s narrow peak floats the ring-shaped city of
come here from across the planes. The city sustains a brisk trade in information about the planes, particularly the command words or items required for the operation of particular portals. Portal keys
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amusement. This 40-foot-high cave has the following features: Ledge. A slope of dry land rises from a few inches above the water to a 20-foot-high ledge at area 15b.
Weapons. Shattered and abandoned
feet to the arena floor (area 15a). Two flat stones command a view of the arena and are used as thrones by the nagas. 15c. Steamy Den This cramped, steam-filled cave contains the following: Duergar






