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                        Returning 35 results for 'certain wearing repeats'.
                    
                
                        
                            
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes five Slam attacks or five Electrical Discharge attacks
                                                
                                            
                                                
                                                    ":"recharge", "rollAction":"Paralysis Gas"}. Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    : The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Shape-Shift. The
                                                
                                            
                                                
                                                     doppelganger shape-shifting;shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1
                                                
                                            
                                                
                                                    .), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.PoisonCold, Fire, Lightning
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
                                                
                                            
                                                
                                                     form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
                                                
                                            
                                                
                                                     returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents a Animal Lord (Forager);Forager, Animal Lord (Hunter);Hunter, or Animal Lord (Sage);Sage (DM’s choice), which determines certain traits in this stat
                                                
                                            
                                                
                                                     or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
                                                
                                            
                                                
                                                     a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
                                                
                                            
                                                
                                                     anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
                                                
                                            
                                                
                                                     repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Blessings of the Gods. While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within
                                                
                                            
                                                
                                                     divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction.Fire, Lightning, PoisonCold; Bludgeoning, Piercing, and
                                                
                                            
                                                
                                                     Slashing from Nonmagical Attacks that aren't SilveredTeleport. The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost
                                                
                                            
                                                
                                                     equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of that creature’s next turn.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
                                                
                                            
                                                
                                                    , which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
                                                
                                            
                                                
                                                     every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
                                                
                                            
                                                
                                                     them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
In a new form, the
                                                
                                            
                                                
                                                    , inbred lepers—came to the abbey seeking salvation. The deva rid them of their diseases, an act for which they were eternally grateful, but could not cure them of certain human defects that had been
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , invisibility, major image
3/day each: dispel magic, fly, suggestion, wall of fire
1/day: dominate monster
Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet
                                                
                                            
                                                
                                                     following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target’s original space takes 39 (6d12
                                                
                                            
                                                
                                                     with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.A star spawn seer is most
                                                
                                            
                                        
                                                    Gray Slaad (control gem variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 14). The slaad can
                                                
                                            
                                                
                                                     whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can
                                                
                                            
                                        
                                                    Death Slaad (control gem variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7
                                                
                                            
                                                
                                                     Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the
                                                
                                            
                                        
                                                    Green Slaad (control gem variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately
                                                
                                            
                                                
                                                     slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    );{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its
                                                
                                            
                                                
                                                     Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    );{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns
                                                
                                            
                                                
                                                    -shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared
                                                
                                            
                                                
                                                     doesn’t count against the number of spells on that list. Casting in Armor
 You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared
                                                
                                            
                                                
                                                     doesn’t count against the number of spells on that list. Casting in Armor
 You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
 Shape-Shift. The
                                                
                                            
                                                
                                                     quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    )
 Traits
 Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
 Actions
 Multiattack. The modron makes five Slam attacks or five
                                                
                                            
                                                
                                                    .
 Paralysis Gas (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
  Julie Dillon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Wearing and Wielding Items Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands
                                                
                                            
                                                
                                                     Kind You can’t wear more than one of certain magic items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wearing and Wielding Items Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands
                                                
                                            
                                                
                                                     Kind You can’t wear more than one of certain magic items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wearing and Wielding Items Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the
                                                
                                            
                                                
                                                     exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-made armor might fit elves only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
                                                
                                            
                                                
                                                     communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
 Bonus
                                                
                                            
                                                
                                                     is wearing or carrying isn’t transformed.
 Meeting yourself is the surest way to realize you’re not as charming as you think you are.
 —Someone claiming to be 
Lorhirin of Fearchor Keep
                                                
                                            
                                        






