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Returning 35 results for 'wearing awaken'.
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wearing aware
wearing awakened
wearing awakens
wearing awake
Monsters
Monster Manual
no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater
returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater RestorationLegendary Action Uses: 3
form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater Restoration 1/Day Each
or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater Restoration 1
a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
.”
Bond. “I hate my sisters, but together we are strong."
Flaw. “I forget the first creature I see each day when I awaken.”
Skabatha’s Appearance
Skabatha appears as a
Monsters
Icewind Dale: Rime of the Frostmaiden
into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice
the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and such creatures typically share the druid’s disposition.
Ice
Monsters
Quests from the Infinite Staircase
spellcasting ability (spell save DC 17):
At will: Druidcraft, Speak with Animals, Speak with Plants
2/day each: Awaken (as an action), Goodberry, Plant Growth (as an action only)
1/day each: Heroes' Feast
takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Pacification", "rollDamageType":"psychic"} psychic damage, and the Gardener teleports, along with anything they are wearing or
Bael
Legacy
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Monsters
Mordenkainen’s Tome of Foes
with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
.
Awaken Greed. Bael casts charm person or major image.
Infernal Command. Bael uses his Infernal Command action.
Teleport. Bael uses his Teleport action.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
(usually Common)
Challenge 3 (700 XP)
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The adept makes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
(usually Common)
Challenge 3 (700 XP)
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The adept makes
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
save DC 14):
At will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day each: awaken (as an action), plane shift (self only)
Bonus
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
save DC 14):
At will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day each: awaken (as an action), plane shift (self only)
Bonus
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
): hallucinatory terrain, ice storm
5th level (1 slot): awaken
Actions
Multiattack. The druid makes two melee attacks.
Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
): hallucinatory terrain, ice storm
5th level (1 slot): awaken
Actions
Multiattack. The druid makes two melee attacks.
Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
24. Children’s Bedroom The room smells fresh, as if it’s been recently cleaned and aired. Not a spot of dust sullies the pair of child-sized beds and other furnishings. A skeleton wearing a lady’s
apparitions in the house, causing the house to awaken. See “Waking the House” earlier in the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
24. Children’s Bedroom The room smells fresh, as if it’s been recently cleaned and aired. Not a spot of dust sullies the pair of child-sized beds and other furnishings. A skeleton wearing a lady’s
apparitions in the house, causing the house to awaken. See “Waking the House” earlier in the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Lair of the Mummy Lord These caves form the lair of a duergar mummy lord named Gorka Tharn. Characters who cast spells in these areas or disturb the features of the caverns awaken the mummy lord
. If intruders flee, the mummies pursue. If the mummies awaken, so too does Gorka Tharn. 6c. Mummy Lord’s Crypt Niches. Niches carved into the walls of this damp 20-foot-high cavern contain hundreds of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Lair of the Mummy Lord These caves form the lair of a duergar mummy lord named Gorka Tharn. Characters who cast spells in these areas or disturb the features of the caverns awaken the mummy lord
. If intruders flee, the mummies pursue. If the mummies awaken, so too does Gorka Tharn. 6c. Mummy Lord’s Crypt Niches. Niches carved into the walls of this damp 20-foot-high cavern contain hundreds of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
awaken and attack. The disk of eyes can’t perceive any humanoid that dons one of the papier-mâché masks worn by the wights, nor can it see in magical darkness or while covered with a blanket or similar
of divination magic around the disk. Sarcophagus Any creature wearing one of the wights’ papier-mâché masks can push aside the lid of the sarcophagus with a successful DC 13 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
awaken and attack. The disk of eyes can’t perceive any humanoid that dons one of the papier-mâché masks worn by the wights, nor can it see in magical darkness or while covered with a blanket or similar
of divination magic around the disk. Sarcophagus Any creature wearing one of the wights’ papier-mâché masks can push aside the lid of the sarcophagus with a successful DC 13 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Friendship, Animal Messenger, Speak with Animals
2/Day Each: Awaken, Greater Restoration
1/Day Each (Sage Only): Animal Shapes, Sunburst
Bonus Actions
Shape-Shift. The animal lord shape-shifts into
it is wearing or carrying isn’t transformed.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Friendship, Animal Messenger, Speak with Animals
2/Day Each: Awaken, Greater Restoration
1/Day Each (Sage Only): Animal Shapes, Sunburst
Bonus Actions
Shape-Shift. The animal lord shape-shifts into
it is wearing or carrying isn’t transformed.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
can’t be charmed or frightened until the end of his next turn.
Teleport. Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see
regains spent legendary actions at the start of his turn.
Attack (Costs 2 Actions). Bael attacks once with his hellish morningstar.
Awaken Greed. Bael casts charm person or major image.
Infernal Command. Bael uses his Infernal Command action.
Teleport. Bael uses his Teleport action.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
can’t be charmed or frightened until the end of his next turn.
Teleport. Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see
regains spent legendary actions at the start of his turn.
Attack (Costs 2 Actions). Bael attacks once with his hellish morningstar.
Awaken Greed. Bael casts charm person or major image.
Infernal Command. Bael uses his Infernal Command action.
Teleport. Bael uses his Teleport action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
using Wisdom as the spellcasting ability (spell save DC 17):
At will: Druidcraft, Speak with Animals, Speak with Plants
2/day each: Awaken (as an action), Goodberry, Plant Growth (as an action only
Gardener damages the Gardener, that creature takes 10 (3d6) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep. 6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
using Wisdom as the spellcasting ability (spell save DC 17):
At will: Druidcraft, Speak with Animals, Speak with Plants
2/day each: Awaken (as an action), Goodberry, Plant Growth (as an action only
Gardener damages the Gardener, that creature takes 10 (3d6) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep. 6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(containing a staff of frost) A human wearing a jeweled belt (worth 1,000 gp) A human with a tube in its hand that contains a scroll of protection (elementals) A dwarf that has a spilled pouch of gems at its
feet (thirty-seven in all, worth 10 gp each) A human wearing a ring of resistance (fire) A half-elf grasping a sack with a burst seam showing silvery coins (471 sp) A human wearing gleaming armor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(containing a staff of frost) A human wearing a jeweled belt (worth 1,000 gp) A human with a tube in its hand that contains a scroll of protection (elementals) A dwarf that has a spilled pouch of gems at its
feet (thirty-seven in all, worth 10 gp each) A human wearing a ring of resistance (fire) A half-elf grasping a sack with a burst seam showing silvery coins (471 sp) A human wearing gleaming armor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-covered portcullis has been lowered to block the passageway. North and East Hallways A hallway to the east ends at a life-size stone statue of a female storm giant holding a harp and wearing a gown of
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-covered portcullis has been lowered to block the passageway. North and East Hallways A hallway to the east ends at a life-size stone statue of a female storm giant holding a harp and wearing a gown of
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hearing what the “small folk” have to say. Watching the visitors are two storm giants wearing helms. If Mirran and Nym are attacked, these royal guards rush to the princesses’ defense and cover their
from the north, they face the guards in front of the doors that lead to the throne room. Tug and Cog Standing guard outside the throne room are two hill giants wearing scale mail (AC 15) and ill-fitting