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Returning 35 results for 'strikes of remain danger verbal'.
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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
(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 for the
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
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 for the
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
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
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 for the spell
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
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.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
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
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 for the spell’s level in the stat block
Spells
Player’s Handbook
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 the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
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
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
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
(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 for the
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
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 for the spell’s level in the stat block
Monsters
Forgotten Realms: Heroes of Faerûn
. In combat, the wonder 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 its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Mechanical Wonders
Mechanical Wonder;Mechanical Wonders have revolutionized life
Magic Items
Forgotten Realms: Adventures in Faerûn
yours. 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. The flying wonder is destroyed if it drops to 0 Hit Points.
Magic Items
Forgotten Realms: Heroes of Faerûn
Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder 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 its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Magic Items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder 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 its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
Magic Items
Forgotten Realms: Adventures in Faerûn
, 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 its movement to avoid danger
and your allies. In combat, the wonder 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
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Humanoid killed by Cone of Undeath rises at the start of your next turn as a Specter that follows your verbal orders.
Damage Immunity. You have Immunity to Necrotic damage.
Fear Aura. While wearing the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Monsters
Icewind Dale: Rime of the Frostmaiden
Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have
deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.
Although Isarr calls himself the Wolf King, few others in the
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
Archdruid
Legacy
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Monsters
Volo's Guide to Monsters
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form
Monsters
Spelljammer: Adventures in Space
appears in the shelter’s space, but is otherwise unharmed.
Spellcasting. The chwinga casts one of the following spells, requiring no material or verbal components and using Charisma as the
your hand or somewhere else in your space (your choice). Once used, this charm goes away, but the tools remain.
Chwinga
Chwingas are tiny elemental spirits that adapt easily to any habitable
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
If an autumn eladrin invites you over for
their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
other means of deception at their disposal.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no
one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
, the creature in the tank takes 55 (10d10) necrotic damage; they remain unmodified unless the process is started over.
In Lord Syuul’s absence, the enucleator has enough energy stored to make
Folk Hero
Legacy
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Backgrounds
Basic Rules (2014)
, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for
home communities remain very important to them.
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in trouble, I’m always ready to
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
they jockey for favors and status in the Kindly Lord’s court.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Summon Construct
Legacy
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Spells
Tasha’s Cauldron of Everything
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this
Bigby's Hand
Legacy
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Spells
Player’s Handbook (2014)
with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Summon Fey
Legacy
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Spells
Tasha’s Cauldron of Everything
your verbal commands (no action required by you). If you 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
Firbolg
Legacy
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Species
Volo's Guide to Monsters
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
Shepherds
As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its
Spells
Tasha’s Cauldron of Everything
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 the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th
Arcane Hand
Legacy
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Spells
Basic Rules (2014)
with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Monsters
Eberron: Rising from the Last War
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve