Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'create rebuke gar to have rejection'.
Other Suggestions:
creature rebuke gar to have reflection
create reduce gar to have reaction
create refuse gar to have rejection
creature rebuke gar to have rejection
create rebuke gar to have reflection
Monsters
Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
merfolk. Response—Strength Saving Throw: DC 15, the triggering enemy. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Watery Rebuke", "rollDamageType":"Cold"} Cold
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
asterisked spell is from appendix B):
Cantrips (at will): mending, resistance, shape water*
1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
2nd level (3 slots): darkvision
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
(at will): frostbite, mending, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave2nd level (3 slots): darkvision, hold person
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
into the face of one of the empty ornate helms on the altar.
This is Shoalar Quanderil, who was reincarnated by Gar to serve him in his new mission. Once jovial and quick to laugh, Shoalar has
grown quiet, bitter, and apprehensive. He doesn’t understand how Gar can serve both Olhydra and Umberlee, and has developed an extreme mistrust of his morose benefactor. Because of this, it wouldn’t take
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
into the face of one of the empty ornate helms on the altar.
This is Shoalar Quanderil, who was reincarnated by Gar to serve him in his new mission. Once jovial and quick to laugh, Shoalar has
grown quiet, bitter, and apprehensive. He doesn’t understand how Gar can serve both Olhydra and Umberlee, and has developed an extreme mistrust of his morose benefactor. Because of this, it wouldn’t take
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the thumbs to create an X-shape linked by a line across the bottom. It stands for water’s eternal surge and retreat, a cycle of unending change. Tactics and Philosophy Crushing Wave cultists are
exercises. Prophet of Water The former sailor Gar Shatterkeel leads the Crushing Wave cult. He wields the elemental weapon Drown, a trident imbued with the essence of Olhydra, Princess of Evil Water. Gar
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level
Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level
Demiplane
Dominate Monster
Feeblemind
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level
Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level
Demiplane
Dominate Monster
Feeblemind
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level Demiplane
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the thumbs to create an X-shape linked by a line across the bottom. It stands for water’s eternal surge and retreat, a cycle of unending change. Tactics and Philosophy Crushing Wave cultists are
exercises. Prophet of Water The former sailor Gar Shatterkeel leads the Crushing Wave cult. He wields the elemental weapon Drown, a trident imbued with the essence of Olhydra, Princess of Evil Water. Gar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level Demiplane
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
innately cast the following spells (an asterisked spell is from appendix B):
At will: shape water*
1/day: create or destroy water
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Inquisition Domain Cleanse the Heretics
The Inquisition Domain reflects the order of the multiverse and the rejection of tainted magic—so far as certain celestial powers see it. Only the divine
Hit Points remain when Spell Shield ends, they vanish. Level 6: Rebuke Invoker As a Reaction in response to a creature you can see within 60 feet of yourself using a Magic action to cast a spell, you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
innately cast the following spells (an asterisked spell is from appendix B):
At will: shape water*
1/day: create or destroy water
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Divination C, M Synaptic Static Enchantment — Teleportation Circle Conjuration M Level 6 Warlock Spells Spell School Special Arcane Gate Conjuration C Circle of Death Necromancy M Create Undead
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Divination C, M Synaptic Static Enchantment — Teleportation Circle Conjuration M Level 6 Warlock Spells Spell School Special Arcane Gate Conjuration C Circle of Death Necromancy M Create Undead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Divination C, M Synaptic Static Enchantment — Teleportation Circle Conjuration M Level 6 Warlock Spells Spell School Special Arcane Gate Conjuration C Circle of Death Necromancy M Create Undead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Divination C, M Synaptic Static Enchantment — Teleportation Circle Conjuration M Level 6 Warlock Spells Spell School Special Arcane Gate Conjuration C Circle of Death Necromancy M Create Undead
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
symbolic or direct examples of their past failings and rebuke their old vices in a final, crystallizing act of growth. Funerary masks help the newly dead resist the erosion of memory and identity in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure Hooks This adventure is designed for 3rd-level characters, but see the “Starting the Adventure” section for more options. When the players create characters, encourage each of them to
area B14 of the Temple of Black Earth. Shatterkeel’s Trail Months ago, Gar Shatterkeel destroyed the character’s ship by conjuring a powerful storm. Dozens of sailors died, and now the character
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
symbolic or direct examples of their past failings and rebuke their old vices in a final, crystallizing act of growth. Funerary masks help the newly dead resist the erosion of memory and identity in the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, you thereafter always have the listed spells prepared.
Marco Gonzalez
Apocalyptic Spells Sorcerer Level Spells 3 Augury, Comprehend Languages, Hellish Rebuke, Ray of Enfeeblement 5
Supplies and you can create Spell Scrolls in half the time and at half the cost in GP. In addition, when you create a Spell Scroll, you can ensorcell it. When you ensorcell a Spell Scroll, you must expend
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure Hooks This adventure is designed for 3rd-level characters, but see the “Starting the Adventure” section for more options. When the players create characters, encourage each of them to
area B14 of the Temple of Black Earth. Shatterkeel’s Trail Months ago, Gar Shatterkeel destroyed the character’s ship by conjuring a powerful storm. Dozens of sailors died, and now the character
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental prophets was driven to seek out the ancient altar by dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Gar Shatterkeel, and Marlos Urnrayle claimed their weapons and became the leaders of
elemental nodes that grew larger every day and testing their powers to create ever-larger natural disasters. After thousands of years, the seeds of Elemental Evil once again sprout beneath the Sumber Hills. Whether anyone can expose these sinister plots and put a stop to them remains to be seen.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental prophets was driven to seek out the ancient altar by dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Gar Shatterkeel, and Marlos Urnrayle claimed their weapons and became the leaders of
elemental nodes that grew larger every day and testing their powers to create ever-larger natural disasters. After thousands of years, the seeds of Elemental Evil once again sprout beneath the Sumber Hills. Whether anyone can expose these sinister plots and put a stop to them remains to be seen.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* create bonfire,* fire bolt, light
rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
evil and bellicose, Drexa believes he should be one of the leaders of the Crushing Wave. He resents that such a position wasn’t given to him. Those who look likely to overthrow Gar Shatterkeel, or who
coinage or other valuables remain, but the characters can scrounge up cloaks, surcoats, or robes sufficient to create five air cultist disguises, four earth cultist disguises, and one fire cultist
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* create bonfire,* fire bolt, light
rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th