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Returning 35 results for 'before being doubles complete repeat'.
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Monsters
Vecna: Eve of Ruin
;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Undying"} years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit
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
Mordenkainen Presents: Monsters of the Multiverse
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
Monsters
Spelljammer: Adventures in Space
target is a creature, it must succeed on a DC 14 Wisdom saving throw or be blinded 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
spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries.
Lair Actions
On initiative count 20 (losing initiative ties
magic-items
Forgotten Realms: Adventures in Faerûn
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
outlined in appendix A. If the characters earn 6 points or more, they successfully complete the exercise. For winning the competition against the other squad, each character is awarded 100 gp. If the
effort) and tells them they’ll have a chance to repeat the exercise. (Unknown to the characters, though, the urgent mission presented in the next adventure will take priority.) Character Advancement The characters advance to 3rd level upon completing this adventure.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
outlined in appendix A. If the characters earn 6 points or more, they successfully complete the exercise. For winning the competition against the other squad, each character is awarded 100 gp. If the
effort) and tells them they’ll have a chance to repeat the exercise. (Unknown to the characters, though, the urgent mission presented in the next adventure will take priority.) Character Advancement The characters advance to 3rd level upon completing this adventure.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
outlined in appendix A. If the characters earn 6 points or more, they successfully complete the exercise. For winning the competition against the other squad, each character is awarded 100 gp. If the
effort) and tells them they’ll have a chance to repeat the exercise. (Unknown to the characters, though, the urgent mission presented in the next adventure will take priority.) Character Advancement The characters advance to 3rd level upon completing this adventure.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff’s control can’t be
game board doubles as a carrying case for the figurines. The position of the figurines on the board suggests that a game is in progress. The staff is waiting for Ezzat to return so that they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff’s control can’t be
game board doubles as a carrying case for the figurines. The position of the figurines on the board suggests that a game is in progress. The staff is waiting for Ezzat to return so that they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff’s control can’t be
game board doubles as a carrying case for the figurines. The position of the figurines on the board suggests that a game is in progress. The staff is waiting for Ezzat to return so that they can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
entity. The apparition lasts only as long as its services are needed to complete the task at hand; then it fades away, never to return. Starlight Apparition
Medium Celestial, Typically Neutral Good
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.
Possession (Recharge 6). One Humanoid that the apparition can see
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long
succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. 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->Monsters of the Multiverse
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail
a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. 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->Monsters of the Multiverse
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail
a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. 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->Volo's Guide to Monsters
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long
succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. 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
entity. The apparition lasts only as long as its services are needed to complete the task at hand; then it fades away, never to return. Starlight Apparition
Medium Celestial, Typically Neutral Good
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.
Possession (Recharge 6). One Humanoid that the apparition can see
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
entity. The apparition lasts only as long as its services are needed to complete the task at hand; then it fades away, never to return. Starlight Apparition
Medium Celestial, Typically Neutral Good
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.
Possession (Recharge 6). One Humanoid that the apparition can see
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail
a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. 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->Volo's Guide to Monsters
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long
succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. 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->Volo's Guide to Monsters
Morkoth Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete
Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Morkoth Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete
Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
its weight. 76–80 The target becomes thin and skeletal, halving its weight. 81–85 The target’s head doubles in size. 86–90 The target’s ears become wings, giving it a flying speed of 5 feet. 91–95
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
gravity doubles the distance creatures can jump. However, any creature that jumps must make a DC 14 Strength (Athletics) check. On a successful check, the creature lands in the intended spot. On a
success, the creature shakes off the horror. On a failure, the creature is stunned, and the words change to name that creature. The stunned target can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
addition to his staff, which doubles as a walking stick, the drow carries a purple bag made of kuo-toa skin that contains hand-drawn maps of the Underdark on sheets of trillimac, material components for
complete this task, a gargoyle snatched the gemstone from Flink’s grasp. Flink is afraid Yantha will punish him for losing the gemstone. Flink has been spying on the gargoyles to find the one that took his
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
gravity doubles the distance creatures can jump. However, any creature that jumps must make a DC 14 Strength (Athletics) check. On a successful check, the creature lands in the intended spot. On a
success, the creature shakes off the horror. On a failure, the creature is stunned, and the words change to name that creature. The stunned target can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Morkoth Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete
Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
gravity doubles the distance creatures can jump. However, any creature that jumps must make a DC 14 Strength (Athletics) check. On a successful check, the creature lands in the intended spot. On a
success, the creature shakes off the horror. On a failure, the creature is stunned, and the words change to name that creature. The stunned target can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
its weight. 76–80 The target becomes thin and skeletal, halving its weight. 81–85 The target’s head doubles in size. 86–90 The target’s ears become wings, giving it a flying speed of 5 feet. 91–95
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
its weight. 76–80 The target becomes thin and skeletal, halving its weight. 81–85 The target’s head doubles in size. 86–90 The target’s ears become wings, giving it a flying speed of 5 feet. 91–95
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
addition to his staff, which doubles as a walking stick, the drow carries a purple bag made of kuo-toa skin that contains hand-drawn maps of the Underdark on sheets of trillimac, material components for
complete this task, a gargoyle snatched the gemstone from Flink’s grasp. Flink is afraid Yantha will punish him for losing the gemstone. Flink has been spying on the gargoyles to find the one that took his
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
addition to his staff, which doubles as a walking stick, the drow carries a purple bag made of kuo-toa skin that contains hand-drawn maps of the Underdark on sheets of trillimac, material components for
complete this task, a gargoyle snatched the gemstone from Flink’s grasp. Flink is afraid Yantha will punish him for losing the gemstone. Flink has been spying on the gargoyles to find the one that took his