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Returning 11 results for 'defender issue are blinding'.
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Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Monsters
Eberron: Rising from the Last War
minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
3. Mind-Weakening Ray. The target must
for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Blinding Ray. The target and each creature within 10 feet of it
Summon Celestial
Legacy
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Spells
Tasha’s Cauldron of Everything
spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an
don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
weapons, and chests for holding ammunition. Trade: Stock Armory. When you issue the Trade order to this facility, you commission the facility’s hireling to stock the Armory with armor, Shields, weapons
, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved. While your Armory is stocked
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an
issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Celestial Spirit Large
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your
companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender
creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge and uses its
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
block) for up to 1 minute or until you use an action to speak the command word again, whereupon it transforms back into a card. The deck defender obeys your spoken commands. If you issue no commands
companions. Roll initiative for the devil, which has its own turns. The DM has the creature’s stat block. On each of your turns, you can issue a verbal command to the devil (no action required by you), and as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-side with wealthy genie-binders. Older isolationists clash with young folk eager for more interaction with the wider city. Yet by far the largest issue is the gang war currently ravaging Little
Ravengard was in the midst of finding Crane’s replacement when he was lured away on a diplomatic mission to Elturel. Until a replacement is found, the Mage Defender of Wyrm’s Rock, a neutral evil shield
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
any means short of a wish spell. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue
) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Blinding
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
with the wider city. Yet by far the largest issue is the gang war currently ravaging Little Calimshan. Seeing the Guild as fundamentally an outsider organization, a Calishite gang called the Right
finding Crane’s replacement when he was lured away on a diplomatic mission to Elturel. Until a replacement is found, the Mage Defender of Wyrm’s Rock, a neutral evil shield dwarf mage named Gardak Horn, has taken command. The guards loathe Gardak because he uses a homunculus to spy on them.






