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Returning 35 results for 'before becoming duplicates creatures repeat'.
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before becoming duplicate creatures repeat
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
Spells
Player’s Handbook
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.
Spells
Player’s Handbook
which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5
feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Magic Items
Dungeon Master’s Guide
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
Monsters
Forgotten Realms: Adventures in Faerûn
Inspiring Presence. Creatures of Forfallen’s choice (excluding herself) in a 30-foot Emanation originating from her have Advantage on attack rolls. She can’t use this trait if she has the
save at the end of its next turn if it’s still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition, becoming a statue of rusted iron.
Monsters
Phandelver and Below: The Shattered Obelisk
in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh mutate;otyugh.
Mutates
causes a cloaker to merge with the rotted corpse of its last meal, resulting in a hideous puppeteering Aberration. The cloaker mutate shrouds its actions in a miasma of phantasmic duplicates. It uses the
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.Multiattack. The
three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it
Medusa
Legacy
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Monsters
Basic Rules (2014)
restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the
, the serpent-haired medusa petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone.
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 succeeds on the saving
Pipes of Haunting
Legacy
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Magic Items
Basic Rules (2014)
within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you
automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its
Monsters
Tales from the Yawning Portal
rays at random;{"diceNotation":"1d8","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature
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 effect on itself on a success.
Fear Ray. The targeted creature must succeed
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
. The death tyrant shoots three of the following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see
.
Paralyzing Ray. The targeted creature must succeed on a DC 17 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 effect
Monsters
Lost Laboratory of Kwalish
. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed
polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Its Petrifying Gaze feature turns petrified creatures to glass instead of
Equipment
This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a DC 12 Constitution saving throw or be
poisoned for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success.
Burnt Othur Fumes (Inhaled)
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Equipment
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each
powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Monsters
Infernal Machine Rebuild
(the medusa's choice) and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The
","rollDamageType":"poison"} poison damage.A victim of a terrible curse, the serpent-haired medusa petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption.
Monsters
Phandelver and Below: The Shattered Obelisk
in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker mutate;cloaker and otyugh
Constitution saving throw or have the poisoned condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10", "rollType
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be
Beholder
Legacy
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
succeed on a DC 16 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 effect on itself on a success.
Fear
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlocks
The
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The
Monsters
Tales from the Yawning Portal
"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Var is a 12th-level spellcaster. His spellcasting ability is
","rollDamageType":"cold"} cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
monsters
was soon causing havoc in the kitchen, where it created a small army of currant-filled compatriots. This ability to transform regular puddings into duplicates has resulted in pudding gremlins being a
widespread pest during the festive season.
The pudding gremlin’s sharp green horns and claws pose an immediate threat to those trying to quash these creatures. However, it is the tiny brandy
Monsters
Mordenkainen Presents: Monsters of the Multiverse
duplicates), targeting one to three creatures it can see within 120 feet of it:
1: Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose
paralyzed 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.
5: Pushing Ray. The targeted creature must succeed on a DC 14
Monsters
Fizban's Treasury of Dragons
creatures and objects of the eyedrake’s choice in that area.
Eye Rays. The eyedrake shoots three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye
Rays"} (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:
1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throws. The charmed 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 to any eladrin’s Sorrowful Presence for the next 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches
while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to
Lich
Legacy
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Monsters
Basic Rules (2014)
":"1d10","rollType":"roll","rollAction":"Days"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level
succeed on a DC 18 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 effect on itself on a success.The lich can take
Gauth
Legacy
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Monsters
Volo's Guide to Monsters
":"piercing"} piercing damage.
Eye Rays. The gauth shoots three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one
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.
6. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom
Simulacrum
Legacy
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Spells
Basic Rules (2014)
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Spells
Xanathar's Guide to Everything
target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the
effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical eye rays at random (roll two d4s;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye Rays"}, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1: Dazing
follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can’t
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
16 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
person, hypnotic pattern, telekinesisOlder oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their
bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims
Monsters
Van Richten’s Guide to Ravenloft
unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive
comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.
Podlings are near-perfect mimics of the creatures they replace. Despite having the






