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Returning 35 results for 'before barrier down carries repeat'.
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Spells
Forgotten Realms: Heroes of Faerûn
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
different ones.
The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
Quasit
Legacy
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Monsters
Basic Rules (2014)
. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed
on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the
Death Dog
Legacy
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Monsters
Basic Rules (2014)
disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Bite"} on a
. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
"} poison damage and become poisoned 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.
Scare (1/Day). One creature of the
quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with
Monsters
Infernal Machine Rebuild
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Monsters
The Wild Beyond the Witchlight
Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.Kelek is a greedy, narcissistic sociopath who revels in chaos but is a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.
Graystaff Magic. The hag carries a graystaff, a
’t read, and speaks only in gibberish. 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Monsters
Baldur’s Gate: Descent into Avernus
or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist’s fire into its victims. This same solution carries a paralytic
Orthon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infernal Crossbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Whelm
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Rod. Melee
Monsters
Fizban's Treasury of Dragons
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 effect ends for it, the creature is
incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares.Acid, Cold, Necrotic, PoisonBludgeoning, Piercing, Slashing
Bheur Hag
Legacy
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Monsters
Volo's Guide to Monsters
Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast
read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Waterdeep: Dragon Heist
him must succeed on a DC 13 Wisdom saving throw or be frightened of Ziraj for 1 minute. If a frightened enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw
does the question of where he might show up next.
Treasure. Ziraj wears leather,+2;+2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
Monsters
Icewind Dale: Rime of the Frostmaiden
(4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Monsters
Baldur’s Gate: Descent into Avernus
appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving
":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the
must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Monsters
Tomb of Annihilation
Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
Legendary Resistance (3/Day). If Acererak
":"cold"} cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
Monsters
Vecna: Eve of Ruin
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
minute. On a successful save, the creature takes half as much damage only. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
Special Equipment. Euryale carries one half of a pair of Sending Stones; the other half of the pair
. The restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it, The petrification
Monsters
Mordenkainen Presents: Monsters of the Multiverse
stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The ulitharid casts one of the following
the colony.
This process doesn’t work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it. The petrification lasts
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can’t appear
inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is
Monsters
Storm King's Thunder
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 effect ends for it, the creature is immune
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
Monsters
Divine Contention
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 effect ends for it, the
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
saving throw or 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a creature, it must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its
target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect early on a success.
Invisibility. The quasit magically turns
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. Death Dog
Medium monstrosity, neutral evil
Armor Class 12
Hit Points 39 (6d8 + 12
is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(see the sidebar) and teleported into one of these locked cells. Creatures. Five monks led by an elder monk guard the prisoners here. The elder monk carries keys to all the cells. The ten prisoners are
Barrier Peaks if left to their own devices. Immured Ones. These three unfortunate prisoners have been driven mad by their incarceration and abuse. If freed, each attacks the nearest target unless a






