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Returning 35 results for 'before burning direction could repeat'.
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before bring directions could respect
before bring detection could respect
before bring directions could reveal
Spells
Player’s Handbook
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
Monsters
Waterdeep: Dungeon of the Mad Mage
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
frightened 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.
3. Enervation Ray. The targeted creature must make a DC 14
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
:
1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8
Monsters
Tales from the Yawning Portal
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.
Fear Ray. The targeted creature must succeed
on a DC 14 Wisdom saving throw or be frightened 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.
Slowing Ray. The
Banshee
Legacy
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Monsters
Basic Rules (2014)
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact
.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
Beholder
Legacy
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Monsters
Monster Manual (2014)
succeed on a DC 16 Constitution 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.
Fear
Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
.
Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution 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.
Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of
Revenant
Legacy
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Monsters
Monster Manual (2014)
to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant knows the distance to and direction of any creature against
for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.PoisonNecrotic, Psychic
Juiblex
Legacy
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Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a
Monsters
Out of the Abyss
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be
frightened 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.
4. Slowing Ray. The targeted creature must succeed on a DC 16
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2: Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened
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.
3: Psychic Ray. The target must succeed on a DC 13 Intelligence saving
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Retriever
Legacy
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Monsters
Mordenkainen’s Tome of Foes
object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such
targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the
Ulitharid
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
or take 31 (4d12 + 5);{"diceNotation":"4d12+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} 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 effect on itself on a success.
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unusual Nature. The goon balloon doesn
suffering of other creatures and orchestrate that suffering, given half a chance.PiercingFloat. The goon balloon moves up to 20 feet vertically in one direction without provoking opportunity attack
Orthon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infernal Crossbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
":"lightning"} lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending
Moloch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame
Moloch, the creature can repeat the saving throw. On a success, the effect ends.
Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations
Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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 effect ends for
burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The elder
Control Water
Legacy
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Spells
Basic Rules (2014)
. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area
in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves
Sibriex
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any
save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Plane Shift. The riffler casts the Plane Shift spell targeting only itself, requiring no
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
);{"diceNotation":"5d10+6", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the
Monsters
Curse of Strahd
Immunity. Sir Godfrey Gwilym is immune to effects that turn undead.
Vengeful Tracker. Sir Godfrey Gwilym knows the distance to and direction of any creature against which it seeks revenge, even if
frightened of Sir Godfrey Gwilym for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Sir Godfrey Gwilym, ending the frightened condition on itself on a success.PoisonNecrotic, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such
Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the paralyzed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the
must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
Monsters
Fizban's Treasury of Dragons
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass






