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                        Returning 35 results for 'carries with repeat'.
                    
                
                        
                            
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                                        carried with repeat
                                    
                                
                                    
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                                        canaries with reveal
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.
Graystaff Magic. The hag carries a graystaff, a
                                                
                                            
                                                
                                                    ât read, and speaks only in gibberish. 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 creatureâs saving throw is
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                                
                                                     metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemistâs fire into its victims. This same solution carries a paralytic
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creatureâs saving throw is successful or the effect ends for it, the creature is
                                                
                                            
                                                
                                                     incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breathâs shadowy mist can induce waking nightmares.Acid, Cold, Necrotic, PoisonBludgeoning, Piercing, Slashing
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     him must succeed on a DC 13 Wisdom saving throw or be frightened of Ziraj for 1 minute. If a frightened enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw
                                                
                                            
                                                
                                                     does the question of where he might show up next.
Treasure. Ziraj wears leather,+2;+2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end
                                                
                                            
                                                
                                                     ceremorph often carries a home-built device that functions as a laser pistol (see âFirearmsâ in the Dungeon Masterâs Guide). This weapon is powered by an energy cell, which enables
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                                
                                                     must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
Legendary Resistance (3/Day). If Acererak
                                                
                                            
                                                
                                                    ":"cold"} cold damage, and the target must succeed on a DC 20 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
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
                                                
                                            
                                                
                                                     minute. On a successful save, the creature takes half as much damage only. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
Special Equipment. Euryale carries one half of a pair of Sending Stones; the other half of the pair
                                                
                                            
                                                
                                                    . 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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     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 (Psionics). The ulitharid casts one of the following
                                                
                                            
                                                
                                                     the colony.
This process doesnât work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     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 it, the creature is immune
                                                
                                            
                                                
                                                     reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     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 it, the
                                                
                                            
                                                
                                                     trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
                                                
                                            
                                                
                                                     saving throw or become frightened 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 creatureâs saving throw is
                                                
                                            
                                        
                                                    Quasit
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed
                                                
                                            
                                                
                                                     on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the
                                                
                                            
                                        
                                                    Death Dog
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Bite"} on a
                                                
                                            
                                                
                                                    . Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
                                                
                                            
                                        
                                                    Quasit (familiar variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    "} poison damage and become poisoned 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.
Scare (1/Day). One creature of the
                                                
                                            
                                                
                                                     quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with
                                                
                                            
                                        
                                                    Whelm
                                                    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
                                                
                                            
                                                
                                                     would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a
                                                
                                            
                                        
                                                    Orthon
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                    Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility
                                                
                                            
                                                
                                                     can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infernal Crossbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
                                                
                                            
                                        
                                                    Bheur Hag
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast
                                                
                                            
                                                
                                                     read, and speaks only in gibberish; the DM controls the creatureâs movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
                                                
                                            
                                                
                                                     breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
                                                
                                            
                                                
                                                    . The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     explorers. Death dog saliva carries a foul disease that causes a victimâs flesh to slowly rot off the bone. Death Dog
 Medium monstrosity, neutral evil
 Armor Class 12
 Hit Points 39 (6d8 + 12
                                                
                                            
                                                
                                                     is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     a creature, it must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its
                                                
                                            
                                                
                                                     target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect early on a success.
 Invisibility. The quasit magically turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     bheur hagâs skin has the bluish hue of a person who has frozen to death. The hagâs hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a
                                                
                                            
                                                
                                                     using Charisma as the spellcasting ability.
 Graystaff Magic. The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     stinger to inject a chemical admixture similar to alchemistâs fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab
                                                
                                            
                                                
                                                     can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 Sword Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Spawn of Grazâzt. The demon lord Grazâzt is fond of procreating with humanoids who have made
                                                
                                            
                                                
                                                     or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a targetâs saving throw is successful, or if the effect ends for it, the creature is immune to the cambionâs Fiendish Charm for the next 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     flames, lightning, or acid, it carries an otherworldly curse. The breathâs shadowy mist can induce waking nightmares. Ghost Dragon
 Huge Undead, Any Alignment
 Armor Class 10
 Hit Points 324 (24d12
                                                
                                            
                                                
                                                     frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 If a creatureâs saving throw is successful or the effect ends for it, the creature is immune to this ghost dragonâs Terrifying Breath for the next 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
 Challenge 23 (50,000 XP)
 Special Equipment. Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a
                                                
                                            
                                                
                                                     creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    , Infernal, telepathy 120 ft.
 Challenge 10 (5,900 XP)
 Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as
                                                
                                            
                                                
                                                     saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Tomb of Khaemâ later in this chapter). Fargas is a chaotic good halfling spy. In addition to his armor and weapons, he carries a potion of invisibility. Darkmantles These subterranean hunters swoop down
                                                
                                            
                                                
                                                    , he can use an action to make a DC 15 Charisma check, turning the quaggoth slaves against their drow masters on a success. If the drow are disposed of, Derendil can repeat the check to turn the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     saving throw or take 5 (2d4) poison damage and become poisoned 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.
 Scare (1
                                                
                                            
                                                
                                                    /Day). One creature of the quasitâs choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property canât be used again until the next dawn. Supernatural
                                                
                                            
                                                
                                                     returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 Brass Crossbow
                                                
                                            
                                                
                                                     repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Featuresâ section. Curator Alda Arkin, whom the characters might meet at the gala, carries a master key, while the museumâs guards have keys that grant access to specific areas (see âCircumventing
                                                
                                            
                                                
                                                     character convinces the guard to look for trouble elsewhere. If the check fails, the guard becomes hostile and behaves as described above, and the character canât repeat the check on that particular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an
                                                
                                            
                                                
                                                    , and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease
                                                
                                            
                                        





