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                        Returning 35 results for 'convinced wearing releases'.
                    
                
                        
                            
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                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
Master of the Pallid Banner. While
                                                
                                            
                                                
                                                     their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow.Necrotic, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     another creature’s turn. The false lich regains spent legendary actions at the start of its turn.
Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an
                                                
                                            
                                                
                                                     the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul’s body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped.
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
In a new form, the
                                                
                                            
                                                
                                                     performance garnered the deva's sympathy, and the Abbot, playing into Strahd's hands, set for himself the goal of finding a cure for Strahd's “malady.” The Abbot is now convinced that the cure lies
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action
                                                
                                            
                                                
                                                     archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.
Thunder
                                                
                                            
                                                
                                                     convinced that I deserve eternal life, despite all the suffering I've inflicted on others."Poison, ThunderNimble Escape. Bak Mei takes the Disengage or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
                                                
                                            
                                                
                                                    , Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.
Since gaining his position, Titivilus has convinced Dispater that countless
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an
                                                
                                            
                                                
                                                    .
Attack. Hutijin makes one Claw, Mace, or Tail attack.
Teleport. Hutijin uses Teleport.
Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Solar
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ","rollDamageType":"radiant"} radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its
                                                
                                            
                                                
                                                     creature's turn. The solar regains spent legendary actions at the start of its turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an
                                                
                                            
                                        
                                                    Hutijin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Fearful Voice (Recharge 5–6
                                                
                                            
                                                
                                                    ). Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollDamageType
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     corner of the Outlands overrun by demons. 2 Wearing grim armor and displaying a rust-colored horn, a unicorn influenced by Acheron challenges all it encounters to mortal combat. 3 A fallen deva, now
                                                
                                            
                                                
                                                     Limbo has color-changing wings and insists passersby convince it that they’re worthy of existing. If the couatl isn’t convinced, it has a 50 percent chance of either attacking or wandering off.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    , though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
 On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
                                                
                                            
                                                
                                                    . One of the knights turns a winch, raising the portcullis outside. Lord Bakaris is defecting to the Dragon Army and has convinced these knights to come with him. The cowardly lord is terrified of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     adorn the adjacent walls.
 To unlock sarcophagus, the characters must perform a simple ritual at the shrine while wearing the frog masks. The wall frescoes reveal what must be done. Advice from the
                                                
                                            
                                                
                                                    . Cautious Obo’laka warns against trying on the masks. Wise Shagambi is convinced that the frescoes are clues to understanding the power of the wall shrine. Frescoes Four frescoes line the east wall of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    The Path Forward With the forces of evil defeated, Grand Duke Ravengard regains his faculties and can relay the story of the spirit journey he undertook while wearing the Helm of Torm’s Sight. Torm
                                                
                                            
                                                
                                                     saw a bloodied woman in armor — a soldier wearing the colors and crest of Elturel — grasping a longsword fit for an angel. Fresh blood streamed from a nasty cut on the woman’s cheek. Flying next to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     is two zombified ogres that are smashing all the furniture in this room, apparently obeying the commands of a dwarf wearing a red robe. Desks and chairs made of black wood and adorned with skulls lie
                                                
                                            
                                                
                                                     Evil Cultist Fanatic)—to destroy everything in this library. Eleith commands two Ogre Zombies to do the heavy labor. The cultist and zombies are Hostile and fight anyone not wearing the crimson robes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the Old Svalich Road, as normal. If the guards at Vallaki’s gates can be convinced to let them in, Anna and the characters can begin searching for a bridal gown or a dressmaker. Local dressmakers are
                                                
                                            
                                                
                                                     the burgomaster’s visit, the Abbot releases all the mongrelfolk in the abbey’s madhouse (area S15) and sets them on the village. They steal pigs, chickens, and anything else that’s edible. None of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once
                                                
                                            
                                                
                                                     knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
 Master of the Pallid Banner. While within 60 feet of the knight, any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     characters but afraid of silver. 6 Three priests in fiendish Cynidicean masks approach the party with censers. Convinced the characters are possessed by demons, the priests assail the characters with chants
                                                
                                            
                                                
                                                     or Queen Zanobis. They follow the character, singing songs of praise and defending them from peril. 8 A number of commoners equal to the number of characters appear, wearing masks eerily similar to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
 Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5
                                                
                                            
                                                
                                                     magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
 Searing Burst (Costs 2 Actions). The solar emits magical, divine energy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Each time a spore servant is touched or takes damage, it releases a cloud of yellow mold spores until the mold patch is destroyed. Two-Headed Grimlocks The grimlocks living in the Whorlstone Tunnels
                                                
                                            
                                                
                                                     humanoid skeleton wearing a ring of water walking on one bony finger (no ring is found on subsequent occurrences of this encounter) 2 A closed zurkhwood chest containing 1d6 × 100 gp and 1d6 50 gp gems
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     30 feet of the mirror that sees its reflection must succeed on a DC 15 Charisma saving throw or be imprisoned within one of the mirror’s twelve extradimensional cells, along with anything it is wearing
                                                
                                            
                                                
                                                     or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     touches the shield must succeed on a DC 18 Wisdom saving throw or become trapped inside it, along with everything the creature is wearing or carrying. The shield displays a faint image of the trapped
                                                
                                            
                                                
                                                     creature in its reflective outer surface. The shield can trap only one creature at a time. Whenever it traps a new creature, the shield releases its current prisoner, which appears in an unoccupied space as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the characters investigate the circumstances leading to the assault, bystanders tell them that one of the guards noticed a golden pin the merchant was wearing inside his collar. Though adornment for
                                                
                                            
                                                
                                                     any duergar in the city until such time as the benefit no longer seems appropriate. Drow Emissary A drow proudly wearing the insignia of a drow house travels with an entourage of 1d4 + 1 quaggoth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Lady of Masks Countess Sansuri is a greedy and vainglorious giant who lives in the clouds, untethered from reality, convinced that she is the victim of a great injustice and surrounded by jealous
                                                
                                            
                                                
                                                     reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Master’s Guide). 29b. Underbrew in Chains Affixed to the back wall of the western alcove is a stone-framed painting of a scarred male dwarf wearing black plate armor. He is bound by heavy iron chains
                                                
                                            
                                                
                                                     vowed to serve the Mad Mage as an enforcer, ridding the dungeon of other invaders. Unwilling to face his own mortal end, Underbrew made this vow and convinced himself over time that the executions he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     DC 10 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal armor has disadvantage on the saving throw. Log
                                                
                                            
                                                
                                                    , Trenzia convinced Halaster to transform her into a flameskull, with these changes: The skull has resistance to fire damage and immunity to lightning damage. It has the lightning bolt spell prepared
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to
                                                
                                            
                                                
                                                    ), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
 Teleport. Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
 Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see
                                                
                                            
                                                
                                                     Actions). Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
 Teleport. Hutijin uses his Teleport action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     combat, Amarath releases the invisible stalker and commands it to attack the cult’s enemies.  Treasure Amarath’s “smiling bag” is actually a bag of holding. The bag becomes empty once the invisible
                                                
                                            
                                                
                                                     sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell. 91–00 The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
 Reactions
 Fearful Voice (Recharge 5–6). In response to taking damage, Hutijin utters a dreadful word of power. Each
                                                
                                            
                                                
                                                    .
 Attack. Hutijin makes one Claw, Mace, or Tail attack.
 Teleport. Hutijin uses Teleport.
 Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    .
 Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
                                                
                                            
                                                
                                                     the gourd. (Give each player a minute or so to think about what the character’s memory could be and then to note it on their character sheet, as a matter of record.) Removing the stopper releases all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul’s body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its
                                                
                                            
                                                
                                                     creature’s turn. The false lich regains spent legendary actions at the start of its turn.
 Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped
                                                
                                            
                                                
                                                     success, the effect ends.
 Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
 Legendary Actions
 Moloch can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Origins   d6 Origin   1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 A psychic wind from the Astral
                                                
                                            
                                                
                                                     from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. Your body, along with any equipment you are wearing or carrying, becomes slimy and
                                                
                                            
                                        





