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Returning 35 results for 'before block deals command repeats'.
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Monsters
Monster Manual
of existence; it now looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Suffocate attacks.
Suffocate. Melee Attack Roll: +8
Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.PoisonNecrotic, Psychic
Monsters
Monster Manual
and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit
see within 30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant makes two Slam attacks.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollDamageType":"Piercing"} Piercing damage.
Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has
Magic Items
Dungeon Master’s Guide
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Magic Items
Dungeon Master’s Guide
yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC
feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Monsters
Monster Manual
has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified
", "rollType":"damage", "rollAction":"talons", "rollDamageType":"Slashing"} Slashing damage.Magical Backlash. Trigger: A creature within 120 feet of the cockatrice deals damage to it. Response&mdash
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
Equipment
Ingested Poison
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Magic Items
Dungeon Master’s Guide
and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Magic Items
Dungeon Master’s Guide
creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage at the start of each of its turns, is suffocating, has the Restrained condition, and repeats the save at the end of each of its turns. An engulfed creature that is reduced to
regains all expended uses at the start of each of its turns.
Decay. The blob deals 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Decay", "rollDamageType":"Necrotic"} Necrotic
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Magic Items
Dungeon Master’s Guide
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Magic Items
Dungeon Master’s Guide
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Monsters
Monster Manual
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next
Magic Items
Dungeon Master’s Guide
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
Magic Items
Dungeon Master’s Guide
3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
Monsters
Astarion's Book of Hungers
a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage
Command.
Claw. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Claw
Monsters
Astarion's Book of Hungers
the target agrees to the devil’s contract, the effect ends. Otherwise, the target repeats the save whenever it takes damage and at the end of each of its turns, ending the effect on itself on a
.
Harvester devils’ contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory’s soul. Roll on or choose a result
Ogre Battering Ram
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
that attack deals an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Block the Path","rollDamageType":"bludgeoning"} bludgeoning damage on a hit. Also, each enemy that tries to
Siege Monster. The ogre deals double damage to objects and structures.Bash. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bash"} to hit, reach 5 ft., one target
Orc Blade of Ilneval
Legacy
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword
attack (included in the attack).Multiattack. The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use
Flame Tongue
Legacy
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Magic Items
Basic Rules (2014)
. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet
Monsters
Bigby Presents: Glory of the Giants
block for a giant who is less than full grown, use the following guidelines (inspired by the examples presented in the Storm King’s Thunder adventure).
For a giant child, use the commoner stat
block. Change the creature type to Giant, increase the Strength to 14 (+2), and choose Giant as the child’s one language. The child attacks at +4;{"diceNotation":"1d20+4","rollType":"to hit
Magic Items
Guildmasters’ Guide to Ravnica
. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis (see chapter 6 for the stat block) that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
.
When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against spells and other magical effects.Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Hellfire Lance. Melee Weapon Attack: +10
to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn.
Terrifying Command. Each
Orc Eye of Gruumsh
Legacy
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Monsters
Monster Manual (2014)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8);{"diceNotation":"1d8","rollType":"roll
, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Gladiator
Legacy
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Monsters
Basic Rules (2014)
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
Ring of X-ray Vision
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid
. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.






