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Returning 35 results for 'none commands reduce pdf'.
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Magic Items
Dungeon Master’s Guide
summoned spirits attack you.
If you meet the requirement, they are Friendly to you and your allies and follow your commands.
1d100
Horn Type
Spirits
Requirement
01–40
Horn of
Valhalla (Silver);Silver
2
None
41–75
Horn of Valhalla (Brass);Brass
3
Proficiency with all Simple weapons
76–90
Horn of Valhalla (Bronze);Bronze
4
Training with all
Spells
Player’s Handbook
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
the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage
Spells
Player’s Handbook
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft.; Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your
Spells
Player’s Handbook
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
(Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your
Spells
Player’s Handbook
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 action and uses
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Spells
Player’s Handbook
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Spells
Player’s Handbook
commands (no action required by you). If you don’t 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
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Spells
Player’s Handbook
. 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
, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
Spells
Player’s Handbook
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
Perception 10
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Spells
Player’s Handbook
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
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Spells
Player’s Handbook
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
None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your
Monsters
Waterdeep: Dungeon of the Mad Mage
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that
Monsters
Strixhaven: A Curriculum of Chaos
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):
1/day each: divination, enlarge/reduce, mirage arcane (as an action), polymorph, scrying
obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.
The Prince of Deception’s true form is like
none.
Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu
Monsters
Mordenkainen Presents: Monsters of the Multiverse
staff of power taken from him by those who imprisoned him and commands his servants to do likewise.
The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with
there previously were none.
Psychic Anguish. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
;swarms of bats
13–15
1d4 + 1 vampire spawn;vampire spawns
16–18
3d6 wolf;wolves
19–20
None
Heart of Sorrow
Strahd can afford to be bold in his tactics, for he
Magic Items
Waterdeep: Dragon Heist
. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if
;s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
Monsters
Van Richten’s Guide to Ravenloft
, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn
can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no
Monsters
Icewind Dale: Rime of the Frostmaiden
immediately after Auril in the initiative order and obeys her commands.
Ice Stasis (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Ice Stasis"}. Auril magically creates a gem-sized
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Monsters
Van Richten’s Guide to Ravenloft
);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that
stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it
Monsters
Van Richten’s Guide to Ravenloft
moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature&rsquo
mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce
silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If
Monsters
Van Richten’s Guide to Ravenloft
away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the
’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Horn of Valhalla
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Requirement
01-40
Horn of Valhalla (Silver);Silver
2d4 + 2
None
41-75
Horn of Valhalla (Brass);Brass
3d4 + 3
Proficiency with all simple weapons
76-90
Horn of Valhalla (Bronze
, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) speaks for the townsfolk. Though relatively young, Duvessa is the head of the Council of Speakers. Sheriff Markham Southwell (lawful good human veteran) commands the militia. Militia. Bryn Shander
prosperity on the vast, snowy tundra. Sacrifice to Auril. Humanoid (see "Sacrifices to Auril"). Rivalries. None.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Zombies Relentless Reanimated Corpses Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None ANDREY KUZINSKIY A tiefling tries to hide in the midst of a zombie horde Zombies are unthinking
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characteristic if none of the suggestions below fit your character.
Fey Characteristics d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering
. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands
. 1d100 Horn Type Spirits Requirement 01–40 Silver 2 None 41–75 Brass 3 Proficiency with all Simple weapons 76–90 Bronze 4 Training with all Medium armor 91–00 Iron 5 Proficiency with all Martial weapons
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: None
Bond Boon: You have adopted Quentillius’s authoritative voice, and in dire situations, your peers obey you when you issue commands.
Bond Bane: Whenever you perform as part of a production, a small crowd shows up and boos you specifically.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
requirement for its use. The DM chooses the horn’s type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement 01–40 Silver 2d4 + 2 None 41–75 Brass 3d4 + 3 Proficiency with all
berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
requirement for its use. The DM chooses the horn’s type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement 01–40 Silver 2d4 + 2 None 41–75 Brass 3d4 + 3 Proficiency with all
berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.






