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Returning 35 results for 'conjurer whistles reach'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The conjurer makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5
ft. or range 120 ft., one target. Hit: 19 (3d10 + 3);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Spellcasting. The conjurer
Monsters
Journeys through the Radiant Citadel
sleep.Multiattack. The whistler makes three Psychic Swipe attacks.
Psychic Swipe. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Psychic Swipe"} to hit, reach 10 ft., one
","rollType":"recharge","rollAction":"Otherworldly Melody"}. The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest to the
Conjurer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). The conjurer has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Conjurer Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Conjurer Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
attacks.
Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.
Spellcasting. The conjurer casts one of the following spells
)
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.
Spellcasting. The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
attacks.
Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.
Spellcasting. The conjurer casts one of the following spells
)
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.
Spellcasting. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
enjoy making an unexciting aspect of life more enjoyable, such as inventing a shovel that whistles a tune to lighten the toil of digging, or creating a telescoping fork that can reach across the table
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
enjoy making an unexciting aspect of life more enjoyable, such as inventing a shovel that whistles a tune to lighten the toil of digging, or creating a telescoping fork that can reach across the table
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
spectator uses Eye Rays twice.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
spectator uses Eye Rays twice.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
saurial communities are believed to exist anywhere in the world. The saurial’s language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
saurial communities are believed to exist anywhere in the world. The saurial’s language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Equipment
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if
radius around the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
slips and falls 20 feet. When the characters reach the cave at the bottom of the cliffs, read or paraphrase the following description: Eerie light suffuses the frigid fog with an orange glow. The sound
in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, icy wind whistles through South Gate as you enter Luskan. The shops and taverns lining the main thoroughfare of the City of Sails are as battered and weathered as the grim customers entering them. At
the city in their off hours. ALWAYS BE BRANDING
As long as they’re in Luskan, the characters might take the opportunity to try to extend their franchise’s reach into the city. A formal presence in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
whistles
7 Fiddles with tip of tail
8 Absently chews on or picks at teeth with swords, spears, or lances
9 Quickly forgets names and invents random nicknames instead
10 Burdens
not only unharmed by fire damage, but actually healed by it. (See the flesh golem in the Monster Manual.) Flyby. The dragon is an agile flier, quick to fly out of enemies’ reach. (See the peryton in
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, icy wind whistles through South Gate as you enter Luskan. The shops and taverns lining the main thoroughfare of the City of Sails are as battered and weathered as the grim customers entering them. At
the city in their off hours. ALWAYS BE BRANDING
As long as they’re in Luskan, the characters might take the opportunity to try to extend their franchise’s reach into the city. A formal presence in
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing fungus
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
around the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
whistles
7 Fiddles with tip of tail
8 Absently chews on or picks at teeth with swords, spears, or lances
9 Quickly forgets names and invents random nicknames instead
10 Burdens
not only unharmed by fire damage, but actually healed by it. (See the flesh golem in the Monster Manual.) Flyby. The dragon is an agile flier, quick to fly out of enemies’ reach. (See the peryton in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
slips and falls 20 feet. When the characters reach the cave at the bottom of the cliffs, read or paraphrase the following description: Eerie light suffuses the frigid fog with an orange glow. The sound
in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them), or when his deal is refused. The goblin whistles loudly a moment before he teleports away, followed by the heavy footsteps of something enormous and furry approaching from behind the bar. Onyx
: +7 to hit, reach 20 ft., one target. Hit: 11 (2d10) slashing damage. Onyx’s relative speed likely allows her to move anywhere within the inn on her turn. On her turn, she uses her action to make a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C) approaches from area V9, both arriving at the same time. They try to kill intruders on sight. If more than two intruders are visible, the verbeeg whistles for the cave bear, which arrives
touching the statue when the spell is cast. Before the statue can be touched, the characters must dig through a foot of ice to reach it. The statue blesses the pool, such that any creature that drinks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C) approaches from area V9, both arriving at the same time. They try to kill intruders on sight. If more than two intruders are visible, the verbeeg whistles for the cave bear, which arrives
touching the statue when the spell is cast. Before the statue can be touched, the characters must dig through a foot of ice to reach it. The statue blesses the pool, such that any creature that drinks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them), or when his deal is refused. The goblin whistles loudly a moment before he teleports away, followed by the heavy footsteps of something enormous and furry approaching from behind the bar. Onyx
: +7 to hit, reach 20 ft., one target. Hit: 11 (2d10) slashing damage. Onyx’s relative speed likely allows her to move anywhere within the inn on her turn. On her turn, she uses her action to make a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
must pick the locks of all four iron shackles (requiring a successful DC 15 Dexterity check for each). If it is freed, the glabrezu rampages, randomly attacking anyone in reach. Once free, it can cast
silently against their confinement. The wall in the southwest corner contains a contact stone.
Creatures. One Red Wizard conjurer oversees one deathlock wight and one Thayan apprentice (see appendix B
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
must pick the locks of all four iron shackles (requiring a successful DC 15 Dexterity check for each). If it is freed, the glabrezu rampages, randomly attacking anyone in reach. Once free, it can cast
silently against their confinement. The wall in the southwest corner contains a contact stone.
Creatures. One Red Wizard conjurer oversees one deathlock wight and one Thayan apprentice (see appendix B
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Everlast cautions them by saying, “That might be unwise, for the obelisk was damaged in the crash. Iriolarthas was unable to repair it.” If the characters ask Everlast how to reach Iriolarthas’s study
rounds, during which time the wall of force is suppressed. The first time this happens, the ice that coats the dome collapses. A character within reach of the crystal can use an action to pry it from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Everlast cautions them by saying, “That might be unwise, for the obelisk was damaged in the crash. Iriolarthas was unable to repair it.” If the characters ask Everlast how to reach Iriolarthas’s study
rounds, during which time the wall of force is suppressed. The first time this happens, the ice that coats the dome collapses. A character within reach of the crystal can use an action to pry it from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spire of Iriolarthas. To reach it, a character must first perform the Rite of the Arcane Octad (see "Rite of the Arcane Octad") to lower the force field. Beneath the great spire, a luminous fifty
, Iriolarthas, with expressions of respect. Characters who clear the ice from the plaques can learn their names: High Abjurer Taruth, High Conjurer Damorith, High Diviner Apius, High Necromancer Cadavix, High Evoker Zadulus, High Illusionist Ajamar, High Enchanter Ivira, and High Transmuter Metaltra.