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Returning 35 results for 'border branch diffusing container repeat'.
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Dust of Sneezing and Choking
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use
, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Monsters
Bigby Presents: Glory of the Giants
of the rime hulk’s next turn. On a successful save, the creature takes half as much damage only.Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants
who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and
Mindwitness
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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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
Ghost
Legacy
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Monsters
Basic Rules (2014)
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet
","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
Monsters
Divine Contention
.
Etherealness. Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be
. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
Monsters
Quests from the Infinite Staircase
vapor in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition. A poisoned creature must repeat the saving throw at the end of its
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
Monsters
Spelljammer: Adventures in Space
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "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.
Spellcasting. The
the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
the vampire’s choice that is within 120 feet of the vampire and can hear its cackle must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dust of Sneezing and Choking Wondrous item, uncommon Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be
Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fails this saving throw can repeat it at the end of each of their turns, ending the effect on them on a success. Treasure Haruman uses infernal tack to ride his nightmare. Development If the hellwasp
preference which to investigate first, so she points out both locations on the characters’ map and leaves the decision to the characters. Each of these locations opens a different branch of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fails this saving throw can repeat it at the end of each of their turns, ending the effect on them on a success. Treasure Haruman uses infernal tack to ride his nightmare. Development If the hellwasp
preference which to investigate first, so she points out both locations on the characters’ map and leaves the decision to the characters. Each of these locations opens a different branch of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fails this saving throw can repeat it at the end of each of their turns, ending the effect on them on a success. Treasure Haruman uses infernal tack to ride his nightmare. Development If the hellwasp
preference which to investigate first, so she points out both locations on the characters’ map and leaves the decision to the characters. Each of these locations opens a different branch of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a failed save, the target has disadvantage on attack rolls 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.
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
agreement with your patron house. House Missions d12 House Mission 1 Mission 2 Mission 3 1 Cannith Escort a valuable shipment of goods Track down rare materials Advance the cause of one branch of
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a failed save, the target has disadvantage on attack rolls 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.
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 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 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
agreement with your patron house. House Missions d12 House Mission 1 Mission 2 Mission 3 1 Cannith Escort a valuable shipment of goods Track down rare materials Advance the cause of one branch of
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
agreement with your patron house. House Missions d12 House Mission 1 Mission 2 Mission 3 1 Cannith Escort a valuable shipment of goods Track down rare materials Advance the cause of one branch of
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 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 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its






