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Returning 35 results for 'blinding before diffusing check repeats'.
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bringing before diffusing cheat retreats
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binding before diffusing check repeats
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Taskmaster Whip. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Taskmaster Whip", "rollDamageType":"force"} force damage.
Blinding Rot. The amnizu targets one or two creatures that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Taskmaster Whip. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Taskmaster Whip", "rollDamageType":"force"} force damage.
Blinding Rot. The amnizu targets one or two creatures that
Monsters
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but
Control Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
can’t use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil
, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite
Magic Items
Keys from the Golden Vault
property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about
demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magical effects.
Actions
Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Taskmaster Whip. Melee Weapon Attack: +11 to hit
, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 16 (3d10) force damage.
Blinding Rot. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). If that causes someone to look up, describe how the ceiling is covered with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
. This requires a successful DC 10 group Dexterity (Stealth) check. If more characters fail the check than succeed, the bats are alarmed by the noise, drop from the ceiling, and fly through the cavern
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
). If that causes someone to look up, describe how the ceiling is carpeted with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
. This requires a successful DC 10 Dexterity (Stealth) check. If three or more characters fail the check, the bats are alarmed by the noise, drop from the ceiling, and fly through the cavern in a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, or by scaling the slick rock wall with a successful DC 12 Strength (Athletics) check. Two rock gnome recluses stand on the ledge — a female named Ulla and a male named Pog. When anyone enters the cave
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ability check.
Actions
Multiattack. The carrion crawler uses Paralyzing Tentacles and makes one Bite attack.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage plus 3 (1d6
) Poison damage.
Paralyzing Tentacles. Constitution Saving Throw: DC 12, one creature the carrion crawler can see within 10 feet. Failure: The target has the Poisoned condition and repeats the save at
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
(Athletics) check. The Leaper. Any creature that climbs the tower hears a horrified scream. The sound of the scream originates from above, passes any climbers, moves to the tower’s floor, and then repeats
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
its mishap threshold. The infernal war machine fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5. If a mishap has a repair DC, the mishap can be
. One of the vehicle’s weapons (DM’s choice) can’t be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. 20 (Str)
11–13 Blinding Smoke. The helm station
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
, 30 hit points, and immunity to poison and psychic damage. Repairing the Runestone. A character who knows the Giant language can repair the cracked runestone with a successful DC 15 Dexterity check
using either mason’s tools or the Sleight of Hand skill. Failing the check causes the runestone to break. Alternatively, any character can remove the cracked runestone and replace it with the stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
, Sylgar. A character who uses the fish for leverage can make a DC 16 Charisma (Intimidation) check. On a success, the fearsome beholder becomes a blubbering mess and acquiesces to almost any request the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
how to put the haunts to rest. Otherwise, characters who succeed on a DC 12 Wisdom (Perception) check know. If the characters take a long rest in the crypt, you can have a random crypt haunting
there. These hauntings are disturbing, and the fifth and sixth options on the table below involve body horror. Check your players’ comfort level before including these hauntings in your game; you can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
after defeating the last statue, six more statues animate. This process repeats until either all of the statues are destroyed or until the characters leave the cave. A statue also animates and
and expands to fill the cave.
The cloud is Ogrémoch’s Bane. Characters within the cloud can sense its malevolence, and a successful DC 15 Intelligence (Arcana) check confirms that the cloud is of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
effects.
Spider Climb. The chasme can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 16
. Constitution Saving Throw: DC 12, each creature in a 30-foot Emanation originating from the chasme (demons automatically succeed on this save). Failure: The target has the Unconscious condition and repeats the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
) check, discern trampled weeds all around the mansion as well as scores of wolf paw prints and human footprints. The footprints were made by zombies and ghouls under Strahd’s control. Ireena Kolyana
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
process repeats once more, until the third earth elemental appears and is destroyed. The elementals ignore the galeb duhr, which continue to stand motionless throughout the fight. When the characters reduce
succeeded, he knows they’re lying, and the deep gnomes’ attitude toward the party worsens. If the characters accomplish Gurnik’s task, they can make a DC 15 group Charisma check to improve the gnomes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Constitution saving throw or be stunned until the end of its next turn. A character disguised as Halaster can make a Charisma (Deception) check contested by the golem’s Wisdom (Insight) check, with
advantage on the check if the portrayal is particularly convincing. On a successful check, the golem is indifferent toward that character. The magical light motes are harmless but attracted to movement
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 46. Hook Horror Nest The turf
here is full of deep, enormous gouges.
Advance Warning. A character who succeeds on a DC 15 Wisdom (Survival) check can identify the gouges and tracks in the area as belonging to Large bipedal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cliff — requiring a successful DC 15 Strength (Athletics) check — and toss down the ladder, the characters can proceed. Otherwise, they lose a day’s travel finding another route. If the characters remove
shed dim light in a 10-foot radius. A sharp blow to one of the crystals, including throwing it so it impacts a hard surface, causes it to burst in a 10-foot-radius flash of blinding light. Any creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The carrion crawler uses Paralyzing Tentacles and makes one Bite
can see within 10 feet. Failure: The target has the Poisoned 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
target (save DC 18). You can’t use this property again until the next dawn. Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about
some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has not already been caught, a character who spends 1 hour searching for the disguised kenku can, with a successful DC 13 Intelligence (Investigation) check, see through her disguise while moving
, including voices. A creature that hears the sounds can tell they are imitations only with a successful DC 13 Wisdom (Insight) check.
Actions
Multiattack. Kettlesteam makes two Dagger attacks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
great bird. It repeats periodically, always far off in the distance.
Set into a large cleft in the canyon wall is an enormous nest of sticks, bones, paper, and other debris. An immense black form
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition. Level 7: Reliable Talent Whenever you make an ability check that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
damage if you fail. You can’t use this feature if you have the Incapacitated condition. Level 7: Reliable Talent Whenever you make an ability check that uses one of your skill or tool proficiencies, you
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
; if they refuse a command, he remains Indifferent toward them. Each time the characters leave the hall and return, Nezzarum issues a new command until he has issued three of them. He never repeats a
bizarre nature of “Orcus’s” commands can take the Search action and make a DC 15 Wisdom (Insight) check. On a success, the character realizes a deception is afoot. Friendly Dragon. If he becomes Friendly






