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Returning 35 results for 'clear with repeat'.
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clan with respect
clan with retreat
clearly with respect
clad with respect
claw with respect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} poison damage and become 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.
Spellcasting. The abishai
work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Chilling Winds", "rollDamageType":"cold"} cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the
’s appearance becomes clear: a skeletal cloud giant corpse.
Tales suggest cloud giants sometimes seek this fate rather than accept the end of their naturally long lives. In such stories, a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving
effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Locate Creatures and Objects. The morkoth is aware of any new
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must succeed on a DC 18 Wisdom saving throw or become frightened of it 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
to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows
Monsters
Curse of Strahd
frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.Vladimir Horngaard joined the
Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd
Monsters
Mythic Odysseys of Theros
being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
. A creature hit by the chimera’s head attack must succeed on a DC 15 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes
. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time
Orc
Legacy
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Species
Volo's Guide to Monsters
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.
Every group of orcs has particular superstitions and recognizes certain omens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat
the check after the party spends 1d6 hours trying to get back on course. Wilderness Navigation Terrain DC Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight 15 Arctic, desert, hills, or open sea with clear skies and no land in sight 10 Grassland, meadow, farmland 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat
the check after the party spends 1d6 hours trying to get back on course. Wilderness Navigation Terrain DC Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight 15 Arctic, desert, hills, or open sea with clear skies and no land in sight 10 Grassland, meadow, farmland 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
be frightened of it. A frightened creature tries to leave the room as quickly as possible and cannot reenter. Once outside the room, a creature can repeat the saving throw at the end of each of its
the mouth is clear. Any creature that ends its turn with its head in the boar’s mouth takes 22 (4d10) slashing damage as the boar’s jaws clamp down. If this damage reduces the creature to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
be frightened of it. A frightened creature tries to leave the room as quickly as possible and cannot reenter. Once outside the room, a creature can repeat the saving throw at the end of each of its
the mouth is clear. Any creature that ends its turn with its head in the boar’s mouth takes 22 (4d10) slashing damage as the boar’s jaws clamp down. If this damage reduces the creature to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
otherwise turn against the victim. Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by
translate the inscriptions found therein. Once the inscriptions are translated and assembled in order, the eight steps of the ritual become clear: Step 1. Hold a wand crafted from the Nether Oak over
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, observers can sometimes spot a shadowy bipedal figure lurking within. At the heart of the cloud, the figure’s appearance becomes clear: a skeletal cloud giant corpse. Tales suggest cloud giants sometimes seek
takes 38 (7d10) cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, observers can sometimes spot a shadowy bipedal figure lurking within. At the heart of the cloud, the figure’s appearance becomes clear: a skeletal cloud giant corpse. Tales suggest cloud giants sometimes seek
takes 38 (7d10) cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a
target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. With a thought (no
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.
A target that successfully
have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
otherwise turn against the victim. Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by
translate the inscriptions found therein. Once the inscriptions are translated and assembled in order, the eight steps of the ritual become clear: Step 1. Hold a wand crafted from the Nether Oak over
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.
A target that successfully
have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a
target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. With a thought (no
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey
throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey
throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal. A few years ago, Dagult
outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies). Laeral’s relationship with Vajra Safahr, the current Blackstaff, has its challenges. For one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal. A few years ago, Dagult
outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies). Laeral’s relationship with Vajra Safahr, the current Blackstaff, has its challenges. For one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
retrace its steps, moving away from this area of the tomb by the safest route possible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
character is freed by a wish spell. If the characters clear away the webs and descend to the foot of the stairway, read: Lying on the floor at the bottom of the stairs is an iron mace inlaid with silver
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cube must repeat the saving throw at the end of each of its turns until the puzzle cube is removed from the shrine. When the torches in this room are inserted into the empty brackets in area 19B
choked with dust and webs. It’s clear that no one has been through here in years.
Traversing this corridor is the easiest way to transport the torches in area 19E to area 19B without dousing their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cube must repeat the saving throw at the end of each of its turns until the puzzle cube is removed from the shrine. When the torches in this room are inserted into the empty brackets in area 19B
choked with dust and webs. It’s clear that no one has been through here in years.
Traversing this corridor is the easiest way to transport the torches in area 19E to area 19B without dousing their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
retrace its steps, moving away from this area of the tomb by the safest route possible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
character is freed by a wish spell. If the characters clear away the webs and descend to the foot of the stairway, read: Lying on the floor at the bottom of the stairs is an iron mace inlaid with silver
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear
must succeed on a DC 16 Constitution saving throw or take 16 (3d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines: The Magical Properties of Gemstones
creature can repeat the saving throw every 15 minutes. Development. At your discretion, the smuggler in the cellar below the trapdoor might notice the magic mouth being triggered. In this case, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines: The Magical Properties of Gemstones
creature can repeat the saving throw every 15 minutes. Development. At your discretion, the smuggler in the cellar below the trapdoor might notice the magic mouth being triggered. In this case, the