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Returning 35 results for 'contact willing rebuke'.
Other Suggestions:
contact willing reduce
contain willing reduce
contact wielding refuse
contrast willing refuse
contacts willing refuse
Monsters
Phandelver and Below: The Shattered Obelisk
;surprised.Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Dreadful Contact. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
":"Dreadful Contact"} to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Dreadful Contact", "rollDamageType":"psychic"} psychic damage, or 25 (6d6
Monsters
Spelljammer: Adventures in Space
Merging. Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.Bite. Melee Weapon Attack
call merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature.
Monsters
Icewind Dale: Rime of the Frostmaiden
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Banishing Rebuke
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
Backgrounds
Guildmasters’ Guide to Ravnica
Personality Trait
1
I am always willing to act in accordance with the financial incentive offered.
2
Debts are never meant to be forgiven.
3
I am accustomed to enjoying the
willing to acknowledge.
5
I have little respect for anyone who isn’t wealthy.
6
I’ll take any opportunity to steal from wealthier people, even for worthless trinkets
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
.
Rakdos Contacts
d8
Contact
1
I was part of a two-person act until my former partner moved to a different troupe.
2
My sibling and I ran away from home and joined the Cult
Magic Items
Waterdeep: Dragon Heist
-lawful creatures within 120 feet of it.
Personality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city’s
adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level Contact Other Plane
Dream
Hold Monster
Scrying
6th Level Arcane Gate
Circle of Death
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Madryck’s Reward If you used the “Warlock’s Quest” adventure hook, the characters might want to contact their employer, Madryck Roslof, and let him know that Zybilna is well. If she is asked, Zybilna
is willing to convey a message to Madryck so that the characters don’t have to rush home with the news. Characters who waste no time getting back to Madryck find him safe at home, still clinging to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, most notably Vecna and Tharizdun, also offer pacts to warlocks who dare contact them. Both Iuz and Vecna fit the Undying patron’s role. Iuz, in particular, uses offers of power to corrupt and
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Spell School Special Contact Other Plane Divination R Dream Illusion — Hold Monster Enchantment C Jallarzi’s Storm of Radiance Evocation C Mislead Illusion C Planar Binding Abjuration M Scrying
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Spell School Special Contact Other Plane Divination R Dream Illusion — Hold Monster Enchantment C Jallarzi’s Storm of Radiance Evocation C Mislead Illusion C Planar Binding Abjuration M Scrying
Kobold
Legacy
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Species
Volo's Guide to Monsters
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surprised.
Actions
Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (3d6
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Reactions
Obsessive Rebuke. When the oculorb is damaged by a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
has a hunch that the astral elves have something to do with the calamity befalling the party’s home planet and says as much. She also mentions knowing someone on the Rock of Bral who might be willing
to help the party. If the characters inquire further, Sartell informs them the contact is a giff named Commodore Krux, but she can’t tell them more than that since she knows Krux only by reputation
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Mages of High Sorcery she thinks the character is suited to (revealing her prediction from the previous section). She agrees to contact her fellow Mages of High Sorcery and petition for the
character’s inclusion in the organization. She promises to contact the characters when she hears back from the Mages’ leaders at the Tower of High Sorcery in Wayreth. She agrees to aid the character in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature. Dohwar
Small Fey, Any Alignment
Armor Class 11
Hit Points 10 (3d6)
Speed 20 ft
telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
contact in the region is Major Ursa, who keeps a lighthouse on an island nearby. He will provide additional information to any group that takes on the assignment. Anyone who accepts the contract will be
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
existing enchanted items and might be willing to buy or trade adventurers’ spoils. 4 Moneychangers. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for
DM decides if the guild has tutors available for a given subject. Guild Contact Even as a member in good standing of the guild, you can’t simply stroll up to the guild master and demand their attention
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
contact the most prominent or recognizable character in the party. Your sleep is troubled this night. Half-remembered figments and warnings seem to hover in your mind. Then a shadowy figure strides into
, and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from thieves, opportunistic merchants, and any local willing to commit a crime of opportunity (which is to say most of them). Bartering is common in the district, and characters will find it difficult
it difficult to avoid. Sewer plague (also described in the Dungeon Master’s Guide) is common in the Styes as well, but avoiding contact with the district’s ubiquitous rodents and vermin is usually sufficient protection against it.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
other pieces that the thieves left behind. Waylen is willing to pay 50 gp for each stolen fragment that is returned to him. If the characters aren’t already aware of the properties of chardalyn, Waylen
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
willing to oppose the duergar, including stray bands of adventurers. The Caer serves as the cult’s headquarters. The cult’s presence is the worst-kept secret in Caer-Dineval, though few locals ever
, who speaks to them telepathically. The contact is one-way only, although a vainglorious tiefling cult fanatic named Kadroth falsely claims to have the archdevil’s ear. The cultists shun contact with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
willing to dedicate everything to the city’s defense. The weapon is patient and takes its time finding its ideal wielder. If someone tries to use Azuredge against its will, the axe can become ten times
heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Contact The easiest approach is to have Kwalish in area O7 when the characters arrive — an elderly gnome arcane inventor (use the evoker stat block from Volo’s Guide to Monsters) working on his latest
experiments. Though surprised by visitors, Kwalish listens to the characters and might even be willing to bargain for whatever help they need to complete their quest. In exchange, he requires only a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Negotiation. An old curse binds Issem to the Doomvault and to the service of the Thayans, but he hates the Red Wizards, so he is willing to talk. He can offer two pieces of lore (see “Doomvault Lore
” above), and he allows prisoners and the characters to leave the area. He is willing to lie to any Thayans who seek the characters and help them cover their tracks. Issem warns anyone who tries to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters’ ship. First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate
are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
requires it to be a willing sacrifice. In the ritual a living person’s chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will
obscuring plant life.
Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
invited the mystics here to contact their demon-god, hoping it might provide guidance on how to crush her enemies. Because she has become desperate, Iymrith is willing to trust the mystics
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an evil act if the victim-to-be is a willing sacrifice. In the ritual, a living person’s
is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that can prove useful against the vagaries of the outside world, but that is likely to be the extent of their contact. Under normal circumstances, dwarves prefer to be left alone. Interacting with
attack against them all.
A Life in Exile If the worst comes to pass and the loss of a clan’s stronghold to invaders is inevitable, most of the dwarves would be willing to die while making a last stand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonthreatening manner, the guards are cautious but willing to summon their leaders to speak on their behalf. If greeted with hostility, the drow elite warrior sounds the alarm with a single whistle, bringing
opportunity to elevate herself in the eyes of Melith’s mother, Vlonwelv. After Melith concludes her business with the characters, Thirza prepares and casts a sending spell to contact Vlonwelv. She warns
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Buying a Magic Item Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
only once per turn. Black Gate. The space beyond the western false door contains a black gate. Contact Stone. A contact stone is on the wall near the black gate. 28. Temple of Blood The coppery scent of
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red