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Returning 35 results for 'convinced warded round'.
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Monsters
Van Richten’s Guide to Ravenloft
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Monsters
Fizban's Treasury of Dragons
can be convinced to return.
6
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to find the heir, but
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
Monsters
Fizban's Treasury of Dragons
unless the dragon can be convinced to return.
6
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to
must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the
Monsters
Fizban's Treasury of Dragons
convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
Monsters
Fizban's Treasury of Dragons
dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend
within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in
Demilich
Legacy
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Monsters
Monster Manual (2014)
of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No
target can regain hit points until initiative count 20 on the next round.
Lair Traits
A demilich’s tomb might have any or all of the following effects in place:
The first time a non-evil
Phantasmal Force
Legacy
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Spells
Player’s Handbook (2014)
have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target
. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No target can regain
hit points until initiative count 20 on the next round.
Lair Traits
A demilich’s tomb might have any or all of the following effects in place:
The first time a non-evil creature enters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unhindered, but those trying to sneak into the tower must deal with the spell’s effects (see “Stealing into Araj”). Additionally, the tower is warded against scrying. Divination spells cast from outside
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->Out of the Abyss
unhindered, but those trying to sneak into the tower must deal with the spell’s effects (see “Stealing into Araj”). Additionally, the tower is warded against scrying. Divination spells cast from outside
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->Locathah Rising
Shatterkeel arrives. In this instance, Gar’s plans unfold as shown in the “Killing Fhenimore and Whymsee” sidebar. KILLING FHENIMORE AND WHYMSEE
Round 1. Not suspecting treachery, the kraken priests aren’t
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Shatterkeel arrives. In this instance, Gar’s plans unfold as shown in the “Killing Fhenimore and Whymsee” sidebar. KILLING FHENIMORE AND WHYMSEE
Round 1. Not suspecting treachery, the kraken priests aren’t
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
Initiative. Each round on Initiative Count 10 (losing Initiative ties), the scrolls fold themselves into weapons and deliver brutal paper cuts. Each character must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
Initiative. Each round on Initiative Count 10 (losing Initiative ties), the scrolls fold themselves into weapons and deliver brutal paper cuts. Each character must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of
acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of
acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
competitor to reach the clifftop wins the contest. A competitor who stops touching one of the ropes at any point is disqualified. At the start of the contest’s second round, wrestlers atop the cliff dribble
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
competitor to reach the clifftop wins the contest. A competitor who stops touching one of the ropes at any point is disqualified. At the start of the contest’s second round, wrestlers atop the cliff dribble
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prone. The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. The demilich
targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Lair Traits A demilich’s tomb might have any or all of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prone. The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. The demilich
targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Lair Traits A demilich’s tomb might have any or all of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tunnel below your position. Twelve of the creatures are identical. Each has a round body, spindly arms and legs, a pair of fluttering wings rising above its arms, and a single eye staring out over
successful DC 15 Charisma (Persuasion) check. They have advantage on the check if the party includes one or more modrons. Once convinced of the characters’ friendly intentions, the tridrone tells
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
portraits won’t use their magic on the characters if so convinced. L2. Administrative Office Lorehold administrative personnel use these offices to handle the various day-to-day tasks of keeping the campus
invisible stalker that guards the wing to arrive in 1d4 rounds. L4. Records Room Bound volumes of Lorehold records cram this room’s tall bookshelves and round tables. A double door and numerous plain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tunnel below your position. Twelve of the creatures are identical. Each has a round body, spindly arms and legs, a pair of fluttering wings rising above its arms, and a single eye staring out over
successful DC 15 Charisma (Persuasion) check. They have advantage on the check if the party includes one or more modrons. Once convinced of the characters’ friendly intentions, the tridrone tells
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
portraits won’t use their magic on the characters if so convinced. L2. Administrative Office Lorehold administrative personnel use these offices to handle the various day-to-day tasks of keeping the campus
invisible stalker that guards the wing to arrive in 1d4 rounds. L4. Records Room Bound volumes of Lorehold records cram this room’s tall bookshelves and round tables. A double door and numerous plain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
weeping. 31–40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. 41–50 The character begins babbling and is incapable of
normal speech or spellcasting. 51–60 The character must use his or her action each round to attack the nearest creature. 61–70 The character experiences vivid hallucinations and has disadvantage on
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
aloud to them, asking them to halt and turn around. She is strangely audible underwater. Unless convinced otherwise, Fhenimore and Whymsee do their absolute best to keep from showing themselves, and
following round, the other kraken priest will also cast Evard’s black tentacles, and the two of them will proceed to do whatever they can (such as casting command) to keep the characters caught up in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
aloud to them, asking them to halt and turn around. She is strangely audible underwater. Unless convinced otherwise, Fhenimore and Whymsee do their absolute best to keep from showing themselves, and
following round, the other kraken priest will also cast Evard’s black tentacles, and the two of them will proceed to do whatever they can (such as casting command) to keep the characters caught up in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
weeping. 31–40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. 41–50 The character begins babbling and is incapable of
normal speech or spellcasting. 51–60 The character must use his or her action each round to attack the nearest creature. 61–70 The character experiences vivid hallucinations and has disadvantage on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
each round to flee from the source of the fear. 41-50 The character begins babbling and is incapable of normal speech or spellcasting. 51-60 The character must use his or her action each round to attack
convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." 81-85 "There's only one person I can trust. And only I can see this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
each round to flee from the source of the fear. 41-50 The character begins babbling and is incapable of normal speech or spellcasting. 51-60 The character must use his or her action each round to attack
convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." 81-85 "There's only one person I can trust. And only I can see this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
appear in front of the planar rift. On initiative count 10 each round, roll on the Far Realm Friends table to determine which of those manifestations vanishes from before the rift, appears suddenly in
in combat. A Far Realm friend that is killed does not reappear in front of the rift. If that character is subsequently rolled on initiative count 10, no Far Realm friend enters the fight that round