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Returning 35 results for 'before being double compound repeat'.
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Magic Items
The Book of Many Things
This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.
Additionally, when you hit
2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
Monsters
Spelljammer: Adventures in Space
target must succeed on a DC 12 Wisdom 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
speech of other creatures.
A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six
Monsters
Infernal Machine Rebuild
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant
feet of it. The target must succeed on a DC 17 Constitution saving throw or be stunned 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.Bludgeoning, PiercingFire
Monsters
Quests from the Infinite Staircase
, which double as weapons if the robots are threatened or drafted for security purposes. A worker robot’s voice is often utilitarian, programmed to use simple phrases without embellishment. Worker
. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own.Cold, PoisonAcid, Fire
Monsters
Guildmasters’ Guide to Ravnica
30 feet away.
Siege Monster. Borborygmos deals double damage to objects and structures.Multiattack. Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one
within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects and structures.Multiattack. The beast makes
exhales a cloud of magical fear gas in a 120-foot cone. Any creature in that area must succeed on a DC 18 Wisdom saving throw or be frightened of the beast for 1 minute. A creature can repeat the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some
", "rollDamageType":"force"} force damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Tarrasque
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
tarrasque, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.Multiattack. The tarrasque can use its Frightful Presence. It then makes five
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, true seeingLolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an
damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
monsters
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The
Brine Breath", "rollDamageType":"Psychic"} Psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Tadpole Brine Breath","rollDamageType":"psychic"} psychic damage at the start of each of its turns. The creature can repeat the saving throw at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
repeat this pattern several times, perhaps breaching a spot here or there before the defenders push them back. Then they start trying different tactics. Smoke Screen Late in the day, the orcs start a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
repeat this pattern several times, perhaps breaching a spot here or there before the defenders push them back. Then they start trying different tactics. Smoke Screen Late in the day, the orcs start a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
repeat this pattern several times, perhaps breaching a spot here or there before the defenders push them back. Then they start trying different tactics. Smoke Screen Late in the day, the orcs start a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
magically targets one creature it can see within 60 feet of itself. The target must succeed on a DC 12 Wisdom 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.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
magically targets one creature it can see within 60 feet of itself. The target must succeed on a DC 12 Wisdom 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.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
magically targets one creature it can see within 60 feet of itself. The target must succeed on a DC 12 Wisdom 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.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
promises to be in touch. If the characters are forthright about working for the Brightguard, Laleh tries to recruit them as double agents. Should the characters stay loyal to the Brightguard, Laleh is
disappointed but trusts them not to compound the tragedy her family suffered today. She still shares any information she has about the Ashen Heirs, seeking to put an end to their threat.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
promises to be in touch. If the characters are forthright about working for the Brightguard, Laleh tries to recruit them as double agents. Should the characters stay loyal to the Brightguard, Laleh is
disappointed but trusts them not to compound the tragedy her family suffered today. She still shares any information she has about the Ashen Heirs, seeking to put an end to their threat.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
promises to be in touch. If the characters are forthright about working for the Brightguard, Laleh tries to recruit them as double agents. Should the characters stay loyal to the Brightguard, Laleh is
disappointed but trusts them not to compound the tragedy her family suffered today. She still shares any information she has about the Ashen Heirs, seeking to put an end to their threat.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
43. Veils of Fear This room lies beyond a double door, the outside of which is carved with leering and laughing skulls. The doors are neither locked nor trapped, and they swing inward on rusty hinges
be frightened of it. A frightened creature tries to leave the room as quickly as possible and cannot reenter. Once outside the room, a creature can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
43. Veils of Fear This room lies beyond a double door, the outside of which is carved with leering and laughing skulls. The doors are neither locked nor trapped, and they swing inward on rusty hinges
be frightened of it. A frightened creature tries to leave the room as quickly as possible and cannot reenter. Once outside the room, a creature can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
43. Veils of Fear This room lies beyond a double door, the outside of which is carved with leering and laughing skulls. The doors are neither locked nor trapped, and they swing inward on rusty hinges
be frightened of it. A frightened creature tries to leave the room as quickly as possible and cannot reenter. Once outside the room, a creature can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
peer down suspiciously on all visitors. The gatehouse has an inner set and an outer set of double doors. When locked, these doors are too thick to be forced open using brute strength. They can be
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
peer down suspiciously on all visitors. The gatehouse has an inner set and an outer set of double doors. When locked, these doors are too thick to be forced open using brute strength. They can be
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
peer down suspiciously on all visitors. The gatehouse has an inner set and an outer set of double doors. When locked, these doors are too thick to be forced open using brute strength. They can be
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Drow Inquisitor Lolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an
turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
16 (15,000 XP) Proficiency Bonus +5
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects
must succeed on a DC 18 Wisdom saving throw or be frightened of the beast 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->Candlekeep Mysteries
or be blinded 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. The dracolich chooses two points that it can see, each of
(see the end of the adventure for its stat block) that reverts to flesh when touched and uses its Magical Gift action to reward its liberator
Sealed Door Netherese magic seals the double door that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature . The dragon
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Drow Inquisitor Lolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an
turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature . The dragon
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
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
16 (15,000 XP) Proficiency Bonus +5
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects
must succeed on a DC 18 Wisdom saving throw or be frightened of the beast 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->Monstrous Compendium Volume One: Spelljammer Creatures
16 (15,000 XP) Proficiency Bonus +5
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects
must succeed on a DC 18 Wisdom saving throw or be frightened of the beast 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.