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Returning 35 results for 'condition resolve genies to have rebuke'.
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conviction resolve genies to have rebuke
condition remove genies to have reduce
condition remove gender to have reduce
Monsters
Monster Manual
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand 1/Day: FireballHellish Rebuke (2/Day). The azer
Monsters
Monster Manual
the target is a Large or smaller creature, it has the Prone condition.
Spellcasting. The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Monsters
Phandelver and Below: The Shattered Obelisk
+ 4);{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Dreadful Contact", "rollDamageType":"psychic"} psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell
);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Withering Glare", "rollDamageType":"necrotic"} necrotic damage and has the frightened condition for 1 minute. On a successful save, a creature
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Pincer", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its
", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Spellcasting. The
Monsters
Bigby Presents: Glory of the Giants
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
", "rollAction":"Gorging Charge", "rollDamageType":"piercing"} piercing damage and have the grappled condition (escape DC 16); if a creature is already grappled this way, it has the prone condition. Until this
Monsters
Vecna: Eve of Ruin
save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Flight of the Damned", "rollDamageType":"necrotic"} necrotic damage and has the frightened condition for 1
’s level, the caster takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Dread Counterspell", "rollDamageType":"psychic"} psychic damage if the spell fails.
Fell Rebuke. In
monsters
damage. If the target is a Medium or smaller creature, it is subjected to the following effect. Strength Saving Throw: DC 16. Failure: The target has the Prone condition.
Fervent Command. The
Reaction to move up to its Speed and make a melee weapon attack. If it does, the creature has Advantage on the attack. Donate Resolve. Trigger: Damage would reduce a creature the mulventok can see to 0
monsters
Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition.
Claw. Melee Attack Roll: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Claw"}, reach
", "rollAction":"Blazing Boulder", "rollDamageType":"Fire"} Fire damage, and the target has the Prone condition.
Cataclysmic Spellcasting (1/Day). The Brimstone Behemoth casts Earthquake and Meteor
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10) Fire damage unless the azer has the Incapacitated condition.
Illumination
ability (spell save DC 15):
At Will: Elementalism, Mage Hand
1/Day: Fireball
Reactions
Hellish Rebuke (2/Day). The azer casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10) Fire damage unless the azer has the Incapacitated condition.
Illumination
ability (spell save DC 15):
At Will: Elementalism, Mage Hand
1/Day: Fireball
Reactions
Hellish Rebuke (2/Day). The azer casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Str +6, Dex +6, Con +4
Skills Athletics +6, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
.
Earthen Maul. Melee Attack Roll: +10, reach 5 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Earth Burst. Ranged Attack Roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
.
Earthen Maul. Melee Attack Roll: +10, reach 5 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Earth Burst. Ranged Attack Roll
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Str +6, Dex +6, Con +4
Skills Athletics +6, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dao Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become
something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dao Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become
something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or smaller creature, it has the Prone condition.
Spellcasting. The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell
save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or smaller creature, it has the Prone condition.
Spellcasting. The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell
save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft. (including magical darkness), passive Perception 14
Languages the
, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
Great Old One patron: armor of Agathys
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft. (including magical darkness), passive Perception 14
Languages the
, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
Great Old One patron: armor of Agathys
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
., one creature. Hit: 9 (1d10 + 4) force damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Reactions
Hellish Rebuke (1st-Level Spell; 2/Day
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Skills Investigation +6, Perception +10
Condition Immunities blinded, prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP
+ 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Skills Investigation +6, Perception +10
Condition Immunities blinded, prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP
+ 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
., one creature. Hit: 9 (1d10 + 4) force damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Reactions
Hellish Rebuke (1st-Level Spell; 2/Day
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
prone condition. Until this grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.
Reactions
Fanged Rebuke. In response to taking
, that creature must succeed on a DC 18 Strength saving throw or take 25 (3d12 + 6) piercing damage and have the grappled condition (escape DC 16); if a creature is already grappled this way, it has the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
prone condition. Until this grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.
Reactions
Fanged Rebuke. In response to taking
, that creature must succeed on a DC 18 Strength saving throw or take 25 (3d12 + 6) piercing damage and have the grappled condition (escape DC 16); if a creature is already grappled this way, it has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ft. Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the
Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Contortionist. The fomorian can enter a space large enough for a Large creature without squeezing.
Crawling Stance. While the fomorian has the prone condition, crawling does not cost it extra movement. In
addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
(+3)
CON
17 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws Int +9, Wis +8
Skills Perception +13
Damage Resistances lightning, psychic
Condition Immunities charmed
DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
(+3)
CON
17 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws Int +9, Wis +8
Skills Perception +13
Damage Resistances lightning, psychic
Condition Immunities charmed
DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ft. Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the
Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Djinni Genie of the Air Habitat: Coastal, Planar (Elemental Plane of Air); Treasure: Arcana As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as
, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within