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Returning 31 results for 'conjures wander reality'.
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Monsters
Planescape: Adventures in the Multiverse
action)Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great Foundry
itself. The target must succeed on a DC 13 Dexterity saving throw or have the restrained condition until the end of its next turn.
3–4: Magic Shield. The matter smith conjures a floating, spectral
Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Backgrounds
Sword Coast Adventurer's Guide
endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term “knight” conjures ideas
. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the
Species
Acquisitions Incorporated
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mind’s Eye Matter Smith Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great
. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mind’s Eye Matter Smith Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great
. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
Horrors Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
Horrors Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the target is a creature.
Storm of Crows (Recharge 6). The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within
eternity. They prey upon souls who wander from their rightful places in the Underworld. Nightmare Shepherd
Large fiend, lawful evil
Armor Class 18 (natural armor)
Hit Points 133 (14d10 + 56
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the target is a creature.
Storm of Crows (Recharge 6). The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within
eternity. They prey upon souls who wander from their rightful places in the Underworld. Nightmare Shepherd
Large fiend, lawful evil
Armor Class 18 (natural armor)
Hit Points 133 (14d10 + 56
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
repeatedly rewritten the laws of reality. The Time of Troubles In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
repeatedly rewritten the laws of reality. The Time of Troubles In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stead. Bleakers tend to those overcome by the strange realities of the Outer Planes, which exert their influence on travelers who wander past their boundaries. The Bleak Cabal rehabilitates creatures
laws of Sigil, all the while searching for hidden truths that dictate reality. Guvners gather detailed records of every portal and key they find in Sigil and pay well for such information
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the casino (area 9), and musicians to the dance hall (area 14). Wealthy, well-dressed guests begin arriving around the same time as the workers. Guests are free to wander the ship but are advised to
characters threaten the ship or its passengers, she conjures one or more giant snakes with the aid of her robe of serpents and uses her spells to try to defeat them while being careful not to harm crew or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stead. Bleakers tend to those overcome by the strange realities of the Outer Planes, which exert their influence on travelers who wander past their boundaries. The Bleak Cabal rehabilitates creatures
laws of Sigil, all the while searching for hidden truths that dictate reality. Guvners gather detailed records of every portal and key they find in Sigil and pay well for such information
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the casino (area 9), and musicians to the dance hall (area 14). Wealthy, well-dressed guests begin arriving around the same time as the workers. Guests are free to wander the ship but are advised to
characters threaten the ship or its passengers, she conjures one or more giant snakes with the aid of her robe of serpents and uses her spells to try to defeat them while being careful not to harm crew or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In
map, the ceiling stays level. Creatures. Four gricks climb and wander on the top two steps, while two gibbering mouthers lurk on the third. One grell starts out flying above area 45. Six prisoners
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In
map, the ceiling stays level. Creatures. Four gricks climb and wander on the top two steps, while two gibbering mouthers lurk on the third. One grell starts out flying above area 45. Six prisoners
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of Sails often conjures romantic images of a magnificent port metropolis, majestic merchant galleons with bright sails, and dashing swashbucklers who greet their enemies with a playful wink and a tip
of the hat. In reality, Luskan is anything but that. It’s a dirty dive with filthy streets, squat buildings, ramshackle docks, creaky old longships, and crass pirates thinly disguised as sea traders
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of Sails often conjures romantic images of a magnificent port metropolis, majestic merchant galleons with bright sails, and dashing swashbucklers who greet their enemies with a playful wink and a tip
of the hat. In reality, Luskan is anything but that. It’s a dirty dive with filthy streets, squat buildings, ramshackle docks, creaky old longships, and crass pirates thinly disguised as sea traders