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                        Returning 35 results for 'cause when repeat'.
                    
                
                        
                            
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                                        caste when respect
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
                                                
                                            
                                                
                                                     Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
                                                
                                            
                                                
                                                     the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender’s Power of Authority
                                                
                                            
                                                
                                                     armor, mage hand, prestidigitationProbability Loophole (3/Day). When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on
                                                
                                            
                                                
                                                     themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage only and is immune to this maelephant&rsquo
                                                
                                            
                                                
                                                    ;s Mind Poison for 24 hours.Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Faerie pests love to cause
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. 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 on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 16
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a
                                                
                                            
                                                
                                                     can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     Infusion. Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Spore Infusion","rollDamageType
                                                
                                            
                                                
                                                    ","rollAction":"Noxious Touch","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Corpse. While Possess Corpse is active, the dybbuk makes the corpse do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any Beast
                                                
                                            
                                                
                                                     or Humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Wisdom 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 creature’s saving throw
                                                
                                            
                                                
                                                    , Zikzokrishka can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row:
Part of the ceiling collapses above one creature that Zikzokrishka
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     damage. The target must succeed on a DC 18 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
                                                
                                            
                                                
                                                     target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
                                                
                                            
                                                
                                                     Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
                                                
                                            
                                                
                                                     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.
4. Blinding Ray. The target and each creature within 10 feet of it
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     repeat the saving throw when it is at least 1 mile away from the aboleth.The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat
                                                
                                            
                                                
                                                     18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Dyrrn fails a saving throw, it can choose to succeed
                                                
                                            
                                                
                                                     fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Melee Weapon Attack: +15
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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 creature's saving throw is successful or
                                                
                                            
                                                
                                                     eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
The dragon creates fog as though it had cast the fog
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     DC 20 Wisdom 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 creature's saving
                                                
                                            
                                                
                                                     intruders.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ":"poison"} poison damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                                
                                                     lichen lich can take a lair action to cause one of the following effects:
Poisonous spores fill a 10-foot cube that the lich can see within 120 feet of it. Any creature that enters the cloud for the
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6);{"diceNotation":"3d6
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ":"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
                                                
                                            
                                                
                                                     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. If a target’s saving throw is successful or the effect ends for it
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the
                                                
                                            
                                                
                                                     them appear to be composed of living mist. Further details of a mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
                                                
                                            
                                                
                                                     details of a mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
                                                
                                            
                                                
                                                    .
Lair Actions
On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    "} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a
                                                
                                            
                                                
                                                     horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the
                                                
                                            
                                                
                                                     its eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
The dragon creates fog as though it had cast the fog
                                                
                                            
                                        
                                                    Baphomet
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature
                                                
                                            
                                                
                                                    , populated by minotaur;minotaurs, goristro;goristros, and quasit;quasits.
Lair Actions
On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     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 saving throw
                                                
                                            
                                                
                                                     snakes infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other
                                                
                                            
                                                
                                                     might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target
                                                
                                            
                                                
                                                     mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a
                                                
                                            
                                        
                                                    Zuggtmoy
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of
                                                
                                            
                                                
                                                    ), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row.
Zuggtmoy causes four gas spore;gas spores or violet fungus;violet fungi
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Grasping roots and vines erupt in a 20
                                                
                                            
                                        






