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Returning 35 results for 'before bring dwelling creatures repeat'.
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Backgrounds
Player’s Handbook
nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
Spells
Player’s Handbook
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when 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
Magic Items
Dungeon Master’s Guide
vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Monsters
Lorwyn: First Light
Longbow", "rollDamageType":"Poison"} Poison damage.
Invective. Wisdom Saving Throw: DC 15, up to three creatures the merrow can see within 60 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
damage only.Most Lorwyn merrow are Merrow Haranguers, who seek to overwhelm others with a glut of highly critical language to get their way.
Merrow
Merrow are primarily water-dwelling people who
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies for his demise
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of
.
Hungry to claim more power despite the Raven Queen’s curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to
Winter Wolf
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"4d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.The arctic-dwelling winter wolf is as
large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes
Heroes' Feast
Legacy
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Spells
Basic Rules (2014)
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this
hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Dictate"}. The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for
, such as commanding it to walk into fire.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.Harmonium captains lead peacekeeper
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
Magnificent Mansion
Legacy
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Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
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)
Legacy
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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
Mythic Odysseys of Theros
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come
Mordenkainen's Magnificent Mansion
Legacy
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Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target is also paralyzed. The target can repeat
arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invulnerability
Teleport. The oinoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.Grim specters of death, oinoloths bring pestilence
stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the
Monsters
Quests from the Infinite Staircase
salvage materials from their surroundings. Vegepygmy scavengers use stealth to bring food, tools, and weapons back to the colony. These scavengers leverage their nimbleness and natural camouflage to
evade foes and pelt them with slings from the cover of leafy foliage.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
succeed on a DC 18 Intelligence (Investigation) check to discern that the wurm is animate.
Leafy Handholds. Creatures have advantage on ability checks made to climb the wurm.
Legendary Resistance (3
wurm’s turns from thorns in the wurm’s gullet.
The wurm’s stomach can hold up to two creatures at a time. If the wurm takes 30 damage or more on a single turn from a creature inside it
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's Fiendish Folio Volume 1
turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that
","rollDamageType":"radiant"} radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.These frog-like
monsters
of the original pudding gremlin and acts as its ally.The first pudding gremlin was the result of a misguided mage attempting to bring drama to their dinner table. The gremlin leapt from the plate and
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
Mythic Odysseys of Theros
":"Hooves","rollDamageType":"fire"} fire damage.Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of
metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon
Adult Red Dracolich
Legacy
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Monsters
Monster Manual (2014)
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 successful or
to half its flying speed.A Red Dracolich's Lair
Red dracoliches lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
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 the saving throw at the end of each of its turns
, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs
Myconid Sovereign
Legacy
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Monsters
Monster Manual (2014)
hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pacifying Spores. The myconid ejects spores at one creature it can see
within 5 feet of it. The target must succeed on a DC 12 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
Myconid Adult
Legacy
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Monsters
Monster Manual (2014)
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.
Rapport Spores. A 20-foot radius
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected
Monsters
Mythic Odysseys of Theros
they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the
Spells
Xanathar's Guide to Everything
you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.






