Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before burning down current repeat'.
Other Suggestions:
before bring down currently respect
before bring down current respect
before bring down currently reveal
before bring down current reveal
before bursting down current respect
Monsters
Icewind Dale: Rime of the Frostmaiden
":"cold"} cold damage.Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile
Magic Items
Tyranny of Dragons
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Lingering Shock (Blue Dragon Mask Only). If you deal lightning
Wastrilith
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a DC 18
":"poison"} poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8);{"diceNotation":"4d8
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
intruders in sight with reckless abandon.
Cultists of Aurnozci
Aurnozci grants its cultists the following trait:
Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering
Moloch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
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
Monsters
Guildmasters’ Guide to Ravnica
throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw
dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lightly obscured;lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a
", "rollAction":"Corrupt Water", "rollDamageType":"poison"} poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the
Zariel
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Mordenkainen Presents: Monsters of the Multiverse
spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 (2d10
. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Yuan-ti Nightmare Speaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10
minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Invoke Nightmare","rollDamageType":"psychic"} psychic damage on a failure.Poison
Monsters
Guildmasters’ Guide to Ravnica
3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on
Monsters
Guildmasters’ Guide to Ravnica
minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes
category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8
Monsters
Guildmasters’ Guide to Ravnica
3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Magic Items
Quests from the Infinite Staircase
burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a
more of its current gem lenses, as noted in the Lenses table. The spell’s target or point of origin must be in the lantern’s area of bright light. If there isn’t enough fuel left to
Monsters
Icewind Dale: Rime of the Frostmaiden
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
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
The Wild Beyond the Witchlight
damage and be frightened of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv’s Dark
fey spirit. While possessed, the target must obey Iggwilv’s commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on
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
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
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
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The greatwyrm magically transforms into any creature that is Medium
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
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
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
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
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat
Monsters
Icewind Dale: Rime of the Frostmaiden
creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
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
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
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
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small
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
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Weather Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Control Weather Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather






