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Returning 35 results for 'bad before devourer continual repeat'.
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Monsters
The Wild Beyond the Witchlight
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Monsters
The Wild Beyond the Witchlight
in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
Monsters
Eberron: Rising from the Last War
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Dyrrn fails a saving throw, it can choose to succeed
fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Melee Weapon Attack: +15
Monsters
Eberron: Rising from the Last War
blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Possession (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Orc
Legacy
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Species
Volo's Guide to Monsters
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fensirs Arash Radkia Two fensirs bring an offering of food to a hungry devourer that has outgrown her hut Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Epilogue: Croc Hunt Either as a way of apologizing for making a bad first impression on the lizardfolk, or to provide some extra excitement for combat-loving characters, this encounter pits the party
Devourer. Roleplay a conversation with the queen, or summarize the conversation using the following information: When the lizardfolk returned to this long-abandoned lair, they soon discovered that a giant
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
on other domains. Taking inspiration from sci-fi horror and tales of alien abduction, adventures involving Bluetspur’s mind flayers might begin anywhere with bad dreams or a stranger’s impossible
taken over by an intellect devourer.
6 An inventor requests the characters’ insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Strength (Athletics) check. Either check’s DC is 15 unless the text states otherwise. Light Unless otherwise noted, all areas are brightly lit by lamps imbued with continual flame spells. Walls and Floors
the same on other vault windows without having to repeat the check. The windows are too small for a Medium creature to climb through, but a Small creature can squeeze through one with a successful DC 20 Dexterity (Acrobatics) check.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
otherwise turn against the victim. Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions
or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
contest. Repeat these rolls for every 10 minutes a character participates in the fish catch. After 30 minutes, the contest ends and a winner is determined. Fish to Catch d20 Catch DC Fish 1–3
character an exceptionally crafted fishing pole carved with kingfishers, worth 50 gp. Additionally, for the rest of the day, the villagers laud the character with congratulations and free drinks. Repeat
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. QUALITH
On the rare occasion that
area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
punishment for being “bad parents.” Ever since then, they have been shunned by their peers (see the “Shadowless” sidebar earlier in the chapter). The characters might have encountered the goblins’ detached
stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone door. Carvings of demons decorate the stonework, with flickering flames in all their eyes.
The flickering flames were created by continual flame spells, which fill the room with bright light
condition must succeed on a DC 15 Constitution saving throw or fall unconscious. An unconscious creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. 7–12
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
consumed. Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own
agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
wanted anything more than to stop Vecna’s ritual. Chasing Kas Before Kas fled the sanctum, he muttered a phrase both Alustriel and Tasha overheard: “Finally, it ends in Pandesmos.” The women repeat
. Alustriel correctly supposes that Kas plans to find Vecna and co-opt the lich-god’s ritual to become the most powerful being in existence. This outcome is as bad as Vecna ruling the multiverse, as far as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of
) 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->Storm King's Thunder
let her go, she returns to the tower 3d10 hours later with a squealing boar tucked under one arm. Moog has had some bad experiences with small folk in the past. Her inclination is to attack if
characters and attacks them if they don’t continually renew their promise to help her and give her food. Whenever Moog awakens after a long rest, she forgets who the characters are and attacks them, whereupon a character must repeat the Charisma (Persuasion) check to regain her trust.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
last night by a loud crash. According to the smith, a crystalline vine burst out of the ground and punched a hole through the roof of his neighbor’s bakery. “Must be divine punishment for the bad pies
characters defeat a group of blights, a new wave appears; repeat the die roll to see how many more blights arrive. With the appearance of each new wave, it should become increasingly obvious to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pass by 6 A bugbear with an intellect devourer in its skull that tries to lure characters to area 21f 7 Preeta Kreepa (see area 21m) 8–10 Three hobgoblins and a hobgoblin captain keeping the peace and
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17 Constitution saving throw or fall unconscious, lulled into that state by a soothing psionic vibration that the ulitharid produces. A creature that succeeds on the saving throw must repeat it at the
it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare. Rarer still, but not unheard of, is for a hag to repeat this process twice or more in short succession
on rare magic to the hag’s daughter. THE RULE OF THREE
They say that things come in threes. Good things. Bad things. Strange things. Hags and purveyors of witchcraft embrace the Rule of Three, as it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Shadow Teleport (Recharge 5–6). The meenlock teleports to an
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
VARIANT: MIND FLAYER LICH (ILLITHILICH)
The path to true lichdom is something only
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Devourer of Wealth. Gold dragons can eat
become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Freth. The mind flayer is getting ready to implant an intellect devourer in Zaibon’s skull, then use him to undermine the drow plot and foment war between the drow houses. (Were Zaibon less useful, the
mind flayer would have extracted his brain and turned it into an intellect devourer instead.) Zaibon knows nothing of the fate that awaits him. Mind Flayer. If the characters haven’t already dealt
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the eater to make a DC 15 Constitution saving throw after 2d4 minutes. Failure indicates the consumer is poisoned. A creature poisoned in this way can repeat the saving throw at the end of each hour
the prisoners. If they spot the characters, the two women warn characters of the “invisible demons” that guard them. Light. Two braziers light this area with continual flame spells. Prisoners. Two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
isn’t really interested in the answer; he’s looking to see how the character reacts. A character who reacts in a nonthreatening manner can repeat the check. If the character wins the contest, Storn’s
to bad taste, with its purple velvet curtains and scented candles in gaudy candelabras. In the middle of the room is a table with a large aquarium tank resting atop it. The aquarium contains a coral
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
efforts to undercut Acquisitions Incorporated’s reputation and success. Dagdra has made a lot of bad choices in her life, from leaving her church to joining Dran Enterprises and getting stuck with
their story. Fortunately, Dagdra is open to reconsidering her life choices and allegiances — and is having a really bad day. If the characters agree to help her complete her tasks, she reveals the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
they risk a bad performance taking on malevolent life. A character who succeeds on a DC 13 Charisma (Performance) check causes any existing shadows to wink out and new shadows to replace them and
repeat the tune for 2d4 days. On a failed check, the shadows solidify and become malevolent, taking the form of 1d4 + 1 wraiths that attack anyone they can catch. These wraiths automatically fail Dexterity
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
creature is prevented from moving to area 3, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ultimately betrayed by sycophantic nobles and guildmasters in Waterdeep, doesn’t want a repeat of those events in Neverwinter. Thus, he levies heavy taxes against the wealthy, preventing noble
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The






