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Returning 35 results for 'both both distance currently repeats'.
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Monsters
Monster Manual
", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
Monsters
Monster Manual
’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6", "rollType":"roll
", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Fire
Monsters
Monster Manual
see within 30 feet. Failure: The target has the Frightened 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
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Monsters
Monster Manual
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Monsters
Monster Manual
telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
Monsters
Forgotten Realms: Adventures in Faerûn
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1
Monsters
Forgotten Realms: Adventures in Faerûn
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
Monsters
Forgotten Realms: Adventures in Faerûn
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Aboleth
Legacy
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Monsters
Basic Rules (2014)
target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target
an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once
Monsters
Tales from the Yawning Portal
each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also
creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Alexander Ostrowski
Compendium
- Sources->Dungeons & Dragons->Monster Manual
). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently
affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rumors about the disappearance of Oric and Lathna, siblings who were abducted by raiders from a homestead a short distance outside of town. (They are currently serving in the kitchens of Rivergard Keep
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the
-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 feet. Failure: The target has the Frightened 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 automatically. If
creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Army, but she got distracted and instead created this long-distance communication device. She currently has one paired set of fargabs, which she gives to the characters—and, by extension, Kalaman’s defenders.
dangerous, she doesn’t build them with violence in mind. She’s particularly interested in devices for long-distance communication and inventions that mechanize the work of farm animals. Personality Trait
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(level 6 version), Word of Recall, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has
Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
elderly dwarf in priestly vestments wanders around as though in shock, gripping a battleaxe stained with purple ichor. 3 Each character gains a nagging suspicion that mind flayers are currently
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21, each creature that isn’t currently affected by
this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
ballistae nearby. In the distance, a flight of Dragon Army dragonnels sweeps toward the city walls.
Four Dragon Army dragonnels carry a total of eight bozak draconians (see appendix B for both stat
dragonnels are currently 360 feet from the city. In 3 rounds they will be 20 feet above the walls, and the eight bozak draconians will recklessly glide onto the ramparts and attack. The characters can use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lined with a 10-foot-square patch of brown mold. A creature that falls the distance takes 17 (5d6) bludgeoning damage plus damage from the brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon
on a DC 22 Charisma saving throw or be magically pulled into it, switching places with the dwarf currently trapped inside (see below). A humanoid drawn into the painting finds itself chained in an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target can communicate telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
like any sailor with sense, I’ve avoided the island by a great distance, so I can’t tell you which bloodthirsty knave currently rules the roost. The Whalebones The tiny outcrops that make up the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
in his former lair near Bloodstone Pass, Tamarand currently resides in the Vaasan wilderness and keeps his exact location a closely guarded secret.
Gallery. A passageway running left from the grand
across both distance and time. Sleeping Chamber. At the end of the gallery passage, the dragon’s sleeping chamber opens up, its walls lined with shelves holding books and useful magic items. Treasury
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
of its components, they feel the presence of whichever components Splugoth now possesses at some great distance straight ahead. To provide context for the background noise, tell the players that the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Though the vast majority of those recruits have perished or been imprisoned at the hands of the Grand Master, twenty-five monks — all a motley assemblage of evil humanoids — currently occupy various areas
originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
table covered with food and wine stands in the middle of the pavilion, although the drow refuse to partake. Development. If the characters keep their distance and spy on the Zhentarim enclave for a few
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disguises can fool the creatures, but only at a distance. The latches on the stall doors are fastened at multiple points on each door, so it takes two actions to open each door. S2. Front Hall The entrance
Feathergale knights stow weapons and armor here under lock and key. The weapon racks currently hold four longswords, four suits of scale mail, four shields, four helmets, four longbows, and four quivers
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Sister Garaele regularly reports to her superiors on events in and around Phandalin, and is currently in Neverwinter doing exactly that. In her absence, the shrine is left untended. Phandalin Tales
must be filled with treasure!” (If the characters visit the lighthouse, see “Tower of Storms”.) 6 “Some folk claim to have seen a dragon flying through the high clouds. At that distance, it’s hard to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, while herds of bison, gazelle, and goats wander the surrounding plains. In the distance, rock formations encircle a broad crater.
The crater at the center of Heart Delta is called the Hollow. Here
their home in Eagles’ Aerie can direct the characters to their leader, Parvaz. Currently, the albatross is at a meeting place called Watcher’s Talon, deep in the forest. The most direct route to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10
feet (this extra distance costs movement as normal). Level 7: Aura of Alacrity Your Speed increases by 10 feet. In addition, whenever an ally enters your Aura of Protection for the first time on a turn
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during






