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                        Returning 35 results for 'checks were repeat'.
                    
                
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings
                                                
                                            
                                                
                                                    , without needing to make an ability check.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The carrion crawler makes two attacks: one with its tentacles
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    ) checks that rely on sight.Claws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5
                                                
                                            
                                                
                                                     succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws
                                                
                                            
                                                
                                                    "} piercing damage, and the target must succeed on a DC 12 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 effect on itself on a success.
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     receiving creature to telepathically respond.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The otyugh makes three attacks: one with its bite and two with
                                                
                                            
                                                
                                                     disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Bite"} on a
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
                                                
                                            
                                                
                                                     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 a success.
Fear Ray. The targeted creature must succeed
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     Weapons. The golem's weapon attacks are magical.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon
                                                
                                            
                                                
                                                     addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and
                                                
                                            
                                                
                                                    , which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Reduced Threat. This creature has -2 penalty on all
                                                
                                            
                                                
                                                     ability checks and saving throws.Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the
                                                
                                            
                                                
                                                     ability checks and saving throws.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     ability checks and saving throws.Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
                                                
                                            
                                                
                                                     repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Claws"} to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at
                                                
                                            
                                                
                                                     of the guide. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , ability checks, and saving throws.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6
                                                
                                            
                                                
                                                     saving throw or be frightened of it for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s save
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack
                                                
                                            
                                                
                                                    ","rollDamageType":"poison"} poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a
                                                
                                            
                                        
                                                     Monsters
                                                    Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack
                                                
                                            
                                                
                                                     hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rapport Spores. A 30-foot radius of spores extends from the myconid. These
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     must succeed on a DC 15 Strength saving throw or have disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws 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.Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
                                                
                                            
                                                
                                                     saving throws. The charmed 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
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Flyby. The peryton doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on
                                                
                                            
                                                
                                                     roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all
                                                
                                            
                                                
                                                     on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     on the Crowd. Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of
                                                
                                            
                                                
                                                     on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     cleric spell up to 9th level at will.
Sunlight Sensitivity. While in sunlight, Quenthel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Tentacle Rod
                                                
                                            
                                                
                                                    . Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks.
Disintegration. If
                                                
                                            
                                                
                                                    . A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The septon casts one of the following spells, requiring no
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 7 hit points at the start of
                                                
                                            
                                                
                                                     save, the target takes half as much damage only.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The oldest vegepygmies in a colony
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    . Black, thorny rose stems sprout from the creature’s body while it is cursed, imposing disadvantage on the creature’s ability checks and attack rolls and halving its speed. A creature that
                                                
                                            
                                                
                                                     minute. On a successful save, the creature takes half as much damage and isn’t frightened. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
                                                
                                            
                                                
                                                     damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes
                                                
                                            
                                                
                                                    ", "rollDamageType":"force"} force damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20
                                                
                                            
                                                
                                                     damage, and the target must succeed on a DC 11 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
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    );{"diceNotation":"5d10+6", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the
                                                
                                            
                                                
                                                    . The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     3) or be 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. A creature that succeeds on a saving throw
                                                
                                            
                                                
                                                     saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success
                                                
                                            
                                                
                                                    ":"necrotic"} necrotic damage and be 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.
Cult of Borem of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 5 hit points at the start of
                                                
                                            
                                                
                                                    ", "rollDamageType":"poison"} poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.As a vegepygmy
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
                                                
                                            
                                                
                                                     damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a
                                                
                                            
                                                
                                                     (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage at the start of each of the mage’s turns. The creature can repeat the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes
                                                
                                            
                                                
                                                     damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.Multiattack. The mind flayer makes
                                                
                                            
                                                
                                                     itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cult of Borem of the Lake of Boiling Mud
Borem’s Embrace (1/Day). The cultist touches one
                                                
                                            
                                                
                                                     a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The
                                                
                                            
                                        






