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                        Returning 35 results for 'court and magical conduct'.
                    
                
                        
                            
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                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
                                                
                                            
                                                
                                                     outstanding quests they might have. Raezil comes from a highborn elf family with influence in the Summer Court, making her a useful retainer if the characters choose to remain in the Feywild after their adventures in Prismeer have ended.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     ability (spell save DC 15):
At will: detect magic, light
1/day each: dimension door, invisibility, mage armor (self only)Mercanes are the mysterious, magical creations of one or more deities whose
                                                
                                            
                                                
                                                     portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.
Mercanes conduct most of their
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Knightly Virtue. The knight has one of the following traits, depending on the court it serves:
Courage (Embereth). The knight has advantage on Wisdom checks and Wisdom saving throws.
Knowledge
                                                
                                            
                                                
                                                    : Ardenvale, Embereth, Garenbrig, Locthwain, and Vantress. In ancient times, the courts were established around five relics of tremendous magical power and unknown origin. Each relic is a magical
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the
                                                
                                            
                                                
                                                     of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court
                                                
                                            
                                                
                                                     on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     throws against spells and other magical effects.
Innate Spellcasting. Sir Talavar’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no
                                                
                                            
                                                
                                                     target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.Sir Talavar is an esteemed member of the Seelie Court and
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     perspective) do.
MIZZIX OF THE IZMAGNUS
Mizzix is a goblin galvanic blastseeker who began her Izzet career as a lowly attendant. But she quickly earned her a place at her own magical forge with a
                                                
                                            
                                                
                                                     squadron of attendants. Through a combination of natural talent, calculated political moves, and fortunate accidents, Mizzix has now risen to the highest position in the Izzet League’s court, occupying a seat of the Izmagnus.
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Illmarrow fails a saving throw, she can choose to succeed instead.
Magic Resistance. Illmarrow has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh.
But
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     Strike (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Strike"}. Serissa hurls a magical lightning bolt at a point she can see within 500 feet of her. Each creature
                                                
                                            
                                                
                                                     thumb have abandoned her court and set out to impress the gods in ways that could all but destroy the civilizations of the small folk. Serissa fears warfare among the six giant races as they strive to
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     throws against spells and other magical effects.
Spellcasting. The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to
                                                
                                            
                                                
                                                     Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these
                                                
                                            
                                                
                                                     finishes a short or long rest.
Devil’s Sight. Magical darkness doesn’t impede the fomorian’s darkvision.
Legendary Resistance (3/Day). If the fomorian fails a saving throw, it can choose
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     hurls a magical lightning bolt at a point he can see within 500 feet of him. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation
                                                
                                            
                                                
                                                     presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     half damage if it fails, provided it doesn’t have the incapacitated condition.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack
                                                
                                            
                                                
                                                     branch to seal the promise.
“The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High Fae
Ageless and
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Magic Resistance. The nightmare haunt has advantage on saving throws against spells and other magical effects.
Somnophage. At the start of its turn, the nightmare haunt gains a number of temporary
                                                
                                            
                                                
                                                    , Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
                                                
                                            
                                                
                                                     spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     fae fails a saving throw, it can choose to succeed instead.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two
                                                
                                            
                                                
                                                    );{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Stunning Soliloquy"}. The high fae unleashes a string of magical words. Each creature of the high fae’s choice within 30 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     through her veins.
Mother Night. Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd’s court, working as a maid in Castle Ravenloft. She came to know the
                                                
                                            
                                                
                                                     power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd’s
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Bael have advantage on saving throws against spells and other magical effects.
Regeneration. Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait
                                                
                                            
                                                
                                                     interests at Mammon’s court, which leaves him free to pursue his battle lust.
Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     this way must use its action praising the nilbog.
The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.Fool’s Scepter. Melee
                                                
                                            
                                                
                                                     sought-after among the courts’ goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior.
Nilbogism
A nilbog is an invisible spirit that
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a
                                                
                                            
                                                
                                                     conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes
                                                
                                            
                                                
                                                     in a game of dragonchess that has been going on for centuries.
2
An ancient dragon turtle serves as counsel to an empyrean court, tempering the Celestials’ passions with the dragon turtle
                                                
                                            
                                        
                                                    Dragonborn
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor
                                                
                                            
                                                
                                                    . Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     Shekinester purifies entrants through magical tests. Coiled around the court is the Loom, a dense tangle of poisonous brambles with thorns dripping like fangs. Nagas slither to the Court of Light not only
                                                
                                            
                                                
                                                    Court of Light The Court of Light is home to Shekinester, the Three-Faced Queen of the Nagas. Ramps and serpentine architecture pervade her deceptively small realm, a palatial stone nest where
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     to conduct business in Pylas Talaear.
 Shae Mordai This ancient citadel houses the Undying Court, the deathless ancestors who shape the destiny of Aerenal. It is built atop a rift to the Plane of
                                                
                                            
                                                
                                                     the distant past. The Citadel of the Court is said to be far larger than it appears and to hold the greatest treasures of the elves.
 The North The northern steppes of Aerenal are the domain of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Mercane (p. 37) The mercane’s creature type has been changed to “Celestial.” The first paragraph of the mercane description has been replaced with the following: Mercanes are the mysterious, magical
                                                
                                            
                                                
                                                     fingers.
 Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    . Away from the settled areas ruled by the seelie fey that compose the Summer Court, the land is a tangle of sharp-toothed brambles and syrupy fens — perfect territory for the unseelie fey to hunt
                                                
                                            
                                                
                                                     magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     conformity. The two groups are not opposites morally or ethically; good and evil Fey can be found in both. Seelie and Unseelie Fey gather in courts. The Seelie court is called the Summer Court, and the
                                                
                                            
                                                
                                                     Unseelie court is called the Gloaming Court. Both courts stretch to the far corners of the Feywild, so their representatives can be encountered almost anywhere on this plane of existence. The Summer Court
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     the pursuit of invention.
 As a gnome, you might be a tinker pursuing some niche scientific endeavor, coaxed from Mount Nevermind to conduct research or to seek inspiration beyond the mountain
                                                
                                            
                                                
                                                     on Krynn. Despite living in a world steeped in magical forces, many of these rock gnomes indulge in specialized scientific pursuits and create complicated inventions.
 
    A tinker gnome from Mount Nevermind fine-tunes his latest invention
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , ponds, and gardens. Bas-reliefs adorn the buildings, depicting the history, heroes, and legends of the kingdom, some of which remain mysteries to the wisest scholars. The central domed court houses the
                                                
                                            
                                                
                                                     Sapphire Throne and is the hub of political activity in the Citadel. Beneath the Citadel, vast tunnels for storing supplies and secretly moving troops also hide the magical troves of forgotten rulers.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     reputation as “the Gem of the Flanaess.” He obsessively delved deeper under his castle and withdrew from the outside world until he managed to entrap nine demigods in magical prisons and claim a
                                                
                                            
                                                
                                                     fragment of their divine power. He ascended to a minor form of godhood, took the name Zagyg, and took a place in the court of Boccob, a god of magic.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     treats visitors as honored guests in accordance with the rule of hospitality (see “Rules of Conduct” earlier in the chapter), but he expects a measure of kindness in return. If a fight breaks out
                                                
                                            
                                                
                                                     of the Soggy Court are allowed to speak with Bavlorna (a falsehood he knows to be untrue), and he invites the characters to join the group. If they accept, he instructs them to proceed to the palace
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
  
 Circle of Dreams Features  Druid Level Feature   2nd Balm of the Summer Court 6th Hearth of Moonlight and
                                                
                                            
                                                
                                                     Shadow 10th Hidden Paths 14th Walker in Dreams   Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     reality. Her fascination with language extends to spells and verbal components. After graduation, she plans to conduct research on the variance of language in spells and how one might tweak verbal
                                                
                                            
                                                
                                                     components that the greater magical community considers immutable.
 Mina’s love of language and nuance has led her to join the Strixhaven Star as an investigative journalist. Here, she reveals truth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     moving from the Material Plane to the Feywild, travelers usually find themselves in a location similar to the one they left, but more marvelous and magical—and often more vibrant and colorful, too
                                                
                                            
                                                
                                                     the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    Mercane  Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant
                                                
                                            
                                                
                                                     robes and have elongated heads and long, spindly fingers. Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods
                                                
                                            
                                        






