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Returning 22 results for 'before brown during could repeat'.
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Monsters
The Wild Beyond the Witchlight
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
a song or a piece of music three or four times, the creature remembers it forever.
Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and
Monsters
The Wild Beyond the Witchlight
in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each
creature remembers it forever.
Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
.
85-87
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and
can see must succeed on a DC 15 Constitution saving throw or become 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
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of
mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms are interconnected by bridges of shelf fungus, and
repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with an ordinary moose, the characters can repeat their search for moose tracks and, upon finding some, make another d6 roll to determine if the tracks belong to the elusive white moose. After every
11–12 Banshee
13–14 Brown bear(s)
15–16 Chwingas
17–18 Fox and hare
19–20 Wolf pack
Banshee This banshee is the spectral remnant of a female elf warrior who was banished
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sneak past or overcome a camp without arousing the attention of the others. Whether or not they attract the attention of nearby camps depends on how quiet they are. Keep in mind that the brown bear (camp
circumstances, though, they don’t repeat the alarm round after round. Once a battle starts, reinforcements arrive in waves. It’s conceivable that, once a few camps empty out, the rest hunker down and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the chapter (the table also appears in chapter 8). Brown Mold Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the
, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The
failed save, the creature is incapacitated and its speed is halved, both 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->Dungeon Master’s Guide (2014)
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Constitution saving throw or become 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. 96–97 The target’s skin turns
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Constitution saving throw or become 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. 96–97 The target’s skin turns
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a
each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gold 17 Nine Hells Ruby 18 Outlands Leather brown 19 Pandemonium Magenta 20 Ysgard Indigo Wildspace Bobbing in the Astral Plane like corks in an ocean are vast, airless expanses called Wildspace systems
Psychic Effects 1d20 Psychic Effect 1–8 You have the Stunned condition for 1 minute; you repeat the saving throw at the end of each of your turns, ending the effect on yourself on a success. 9–12 You
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward
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 the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surface winds down through the earth for more than a mile. The deepest point is a cave-in that collapsed the back wall of this room. The words on the door leading south to the workshop repeat “toil” in
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
a DC 16 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
hillside above reaches this irregular cavern, nourishing a profusion of fungus—weird puffballs, tall caps, and patches of fuzzy mold in a variety of colors. A golden-brown carpet of mold covers an old
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
.
If the cave bear has not been summoned elsewhere by the verbeeg, it sleeps in the western niche of this chamber until it detects intruders. It has brown fur and darkvision out to a range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
XP equally among the characters if the party destroys these twig blights. 3. The Brown Horse This was formerly the Brown Horse, a tavern renowned for its excellent ale. A weathered signboard by the
10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, except he is a Fey who speaks Common, Elvish, and Sylvan. He appears as a stick-thin man dressed in a brown dress coat, stockings, and buckled shoes. As an action, Thinnings can make himself as flat as a
creature for 1 minute or until the owl takes damage from any source. A character can use an action to repeat the check as often as desired. A creature toward which Bloodybeak is indifferent can move through
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the doors. Characters caught by this compulsion are indistinguishable from the zombies, though they aren’t forced to attack. An affected creature can repeat the saving throw at the end of each of its
chamber, read: The tunnel opens into a round room. Dirty brown water — sewage, judging by the smell — streams from pipes in the ceiling into a massive cesspool at the center of the room. A ten-foot
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
nor occupants. Trophy Heads. The trophy heads are as follows, from north to south: West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin East wall: brown bear, lion, shark
paralyzed for 1d4 minutes. A creature can repeat the saving throw at the end of each minute. Treasure. The chest contains these items: five leather belts with electrum buckles set with pearls (10 gp each






