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Returning 35 results for 'call with repeat'.
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cast with repeat
call with recent
call with respect
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Magic Items
Dungeon Masterâs Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirrorâs surface. You and the creature can then communicate.
In a similar
Monsters
Guildmastersâ Guide to Ravnica
. Rakdos has advantage on saving throws against spells and other magical effects.
Magic Weapons. Rakdosâs weapon attacks are magical.Multiattack. Rakdos makes two attacks with his Curtain-Call Scythe
or his claws.
Curtain-Call Scythe. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Curtain"} to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8);{"diceNotation
Monsters
Strixhaven: A Curriculum of Chaos
Burst","rollDamageType":"poison"} poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Deep in the
by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting
Monsters
Strixhaven: A Curriculum of Chaos
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Wither Burst","rollDamageType":"poison"} poison damage at the start of each of its turns. The target can repeat the save at the end of each of
âstudy the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15
. Each creature within 30 feet of him that isnât a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of
Monsters
Fizban's Treasury of Dragons
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Fizban's Treasury of Dragons
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Fizban's Treasury of Dragons
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
The Book of Many Things
cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister.
Euryale has the
. The restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it, The petrification
Monsters
Fizban's Treasury of Dragons
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Fizban's Treasury of Dragons
repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrmâs turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any
âs lair.
SARDIORâS GREATWYRMS
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These
Monsters
Waterdeep: Dungeon of the Mad Mage
Zorak's requests or actions in the most favorable way it can, and it is a willing target for Zorak's bite attack.
Each time Zorak or Zorak's companions do anything harmful to the target, it can repeat the
;rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive
Monsters
The Book of Many Things
Devotionâs Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day). If the medusa
restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it. The petrification lasts
Monsters
Waterdeep: Dungeon of the Mad Mage
harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Keresta is destroyed, is on a different plane of existence than
of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, Keresta can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} giant
Monsters
Curse of Strahd
and actions in the most favorable way and lets Strahd bite it.
Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a
ât up. While outdoors, Strahd can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4
Kraken Priest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentaclesThunderous Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch
Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Spells
Tashaâs Cauldron of Everything
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion
creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours
;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target
;swarms of bats or swarm of rats;rats, provided that the sun isnât up. While outdoors, the vampire can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the
","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6;{"diceNotation
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property canât be used again until you take a short rest while attuned to the weapon
.
97â98
The moonblade functions as a ring of spell storing.
99
You can use an action to call forth an elfshadow, provided that you donât already have one serving you. The elfshadow
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
â Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the
adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth. In such a situation, you can call on
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Foraging Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by
modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons). Food and Water The food and water requirements noted in the Playerâs Handbook are for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fear of their new king, whom they call Yurk Yâblorkflug (âlord of fetid obliterationâ in their language). The slaad hates being under Halasterâs control and takes out its frustration on its subjects
for 1 minute. A creature poisoned in this way is also paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
, water walk
1/day each: call lightning, Evardâs black tentacles
Actions
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Voice of the
(which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evardâs black tentacles
Actions
Thunderous Touch
or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Summon Shadowspawn 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (tears inside a gem worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth a
succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Curtain-Call Scythe or his claws.
Curtain-Call Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.
Claw. Melee Weapon
then must make one melee attack against that creature if it is able to do so.
Scythe (Costs 2 Actions). Rakdos uses Curtain-Call Scythe.
Touch of Pain (Costs 3 Actions). Rakdos makes a claw
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin
of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryadsâ devotion to the woods they call home
or actions in the most favorable way it can.
Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the midst of a revel, the carnival is one more foe arrayed against them. When at least six Rakdos performers perform together in public, they can call on the carnival to aid them. When determining
throw or use its movement each round to move toward the carnival. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirrorâs surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirrorâs surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
most who repeat that story are only trying to layer a mystical facade over their dilettante spiritualism. Only the groupâs highest-ranking members know that the Keepers of the Feather began in Barovia
dilettantes, reclusive scholars, correspondents from other domains, and hucksters. At any time, members of the organization might call upon their contacts to uncover some esoteric secret, engage in a






