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Returning 35 results for 'closing wild repeat'.
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Monsters
Out of the Abyss
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 16
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15
. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
repeat the saving throw, ending the effect on itself on a success.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.Multiattack. The eladrin makes
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for
can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can repeat the saving throw, ending the effect on itself on a success.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.Multiattack. The eladrin
splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature
Monsters
Domains of Delight: A Feywild Accessory
repeat the save at the end of each of its turns, ending the effect on itself on a success.Yarnspinner has a monstrous form resembling that of an enormous spider. However, he has a benevolent personality
Delight called Prismeer. Yarnspinner only recently arrived in Thither and is unaware that he is intruding upon another archfey’s territory (see The Wild Beyond the Witchlight for more information about Prismeer and its archfey ruler).
Baphomet
Legacy
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Monsters
Out of the Abyss
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature
reasoned with when my rage has been stoked.”
21–40
“I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.”
41–60
&ldquo
Monsters
Mythic Odysseys of Theros
failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone, weaving their forms to create a grisly throne made of their petrified bodies.
While the medusa&rsquo
Banshee
Legacy
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Monsters
Basic Rules (2014)
.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Beholder
Legacy
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Monsters
Monster Manual (2014)
succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear
Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
Orc
Legacy
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Species
Volo's Guide to Monsters
while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
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
classes
Basic Rules (2014)
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users
meteors down from the sky, or open portals to other worlds.
Scholars of the Arcane
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Elves born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves. Optional Rule: Intense Yearning Keep track
becomes afflicted with a yearning to return to Arborea. As long as the effect persists, the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for ages or repeat a task until they wear out. Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item. Animated Object Catalysts
need of a guardian or servant. 7 The song of a magical instrument. 8 A spirit possessing the object. 9 Wild magic, a spell that went awry, or a chaotic Artifact. 10 The will of a powerful psychic being.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Elves born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves. Optional Rule: Intense Yearning Keep track
becomes afflicted with a yearning to return to Arborea. As long as the effect persists, the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for ages or repeat a task until they wear out. Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item. Animated Object Catalysts
need of a guardian or servant. 7 The song of a magical instrument. 8 A spirit possessing the object. 9 Wild magic, a spell that went awry, or a chaotic Artifact. 10 The will of a powerful psychic being.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Closing the Circles Though many druid circles are inspired by and focused on the natural world, even the most woodsy circles can fit into an Acquisitions Incorporated campaign with surprising ease
your circle focus on protecting the helpless creatures of the wild from natural and unnatural threats. But your vow of protection extends to the common folk as well, recognizing that they are just as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Closing the Circles Though many druid circles are inspired by and focused on the natural world, even the most woodsy circles can fit into an Acquisitions Incorporated campaign with surprising ease
your circle focus on protecting the helpless creatures of the wild from natural and unnatural threats. But your vow of protection extends to the common folk as well, recognizing that they are just as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creature. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
, ending the effect on itself on a success. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creature. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
, ending the effect on itself on a success. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
closing accounts with their own employers or sightseeing in Waterdeep, however, or they lose the treasure wagons in the crowded metropolis. The cult wagons don’t follow the same pattern as the others
they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
tents. Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Banshee A banshee is the hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee’s face is wreathed in a wild tangle of
within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
closing accounts with their own employers or sightseeing in Waterdeep, however, or they lose the treasure wagons in the crowded metropolis. The cult wagons don’t follow the same pattern as the others
they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
closing accounts with their own employers or sightseeing in Waterdeep, however, or they lose the treasure wagons in the crowded metropolis. The cult wagons don’t follow the same pattern as the others
, you bet they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
closing accounts with their own employers or sightseeing in Waterdeep, however, or they lose the treasure wagons in the crowded metropolis. The cult wagons don’t follow the same pattern as the others
, you bet they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
tents. Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Banshee A banshee is the hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee’s face is wreathed in a wild tangle of
within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) cold damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. What price would you put on your life? How much
of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. What price would you put on your life? How much
of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) cold damage
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stoked.” 21–40 “I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.” 41–60 “The world is my hunting ground. Others are my prey.” 61–80 “Hate comes easily to me and
within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns