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Returning 35 results for 'common reside grabbing to have repeat'.
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Monsters
Planescape: Adventures in the Multiverse
swarm must succeed on a DC 10 Constitution saving throw or have the stunned condition 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.Sunfly;Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies
Monsters
Waterdeep: Dragon Heist
him must succeed on a DC 13 Wisdom saving throw or be frightened of Ziraj for 1 minute. If a frightened enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw
Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.
The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a
Monsters
The Wild Beyond the Witchlight
creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end
speaks Common and Sylvan, referring to itself using the pronouns “we” and “us.”
Envy dislikes its counterpart, Wrath (see area P10), but the two are prevented by Zybilna&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point
; armies, serving as foot soldiers in the Abyss’s endless warring.
Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
Monsters
Vecna: Eve of Ruin
", "rollAction":"Phantom Deathwolf", "rollDamageType":"psychic"} psychic damage to the target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of
combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and
Monsters
Phandelver and Below: The Shattered Obelisk
Constitution saving throw or have the poisoned condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10", "rollType
the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
Monsters
Candlekeep Mysteries
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns
Monsters
Eberron: Rising from the Last War
blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Possession (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Kalaraq Quori
The most powerful quori are the kalaraqs, also known as
Monsters
Eberron: Rising from the Last War
succeed on a DC 14 Wisdom saving throw or be frightened of the quori 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
from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter
Monsters
The Book of Many Things
its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard.
Hulgaz is a charmer in both the common and magical sense. She effortlessly ingratiates herself
Monsters
Storm King's Thunder
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the dragon’s lair.
Water
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon’s
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or
following effects:
Small earthquakes are common within 6 miles of the dracolich's lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon
races
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the
Wondrous Power (Onyx Dog);Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
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
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
anew alongside or on top of an earlier community. It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wealthiest citizens of Sharn. Common folk are cremated after death, but members of the Sixty Families and others with sufficient wealth have their remains interred in the tombs and tunnels of this necropolis
. Few people reside in this area. Among its major features are Aureon’s Holt, a temple of the Restful Watch, where Sovereign priests conduct funerals and serve as the caretakers of the tombs. Warden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the drop tube, Aphelion appears on a screen outside the tube and speaks to them in Common: “Greetings, explorers! Welcome to the observation deck. There are a few tasks in need of completion on this
three androids on this floor. This time, each of the androids must reside in a different room. Aphelion suggests the characters begin their search with the athletic facilities to the north. Trim the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Great Wheel The default D&D cosmology includes more than two dozen planes, detailed in this chapter. The most common understanding of these planes visualizes them as a group of concentric wheels
deities and Fiends reside Planes arranged in a complex system of orbits, with planes exerting greater influence on the Material Plane the closer they draw to it
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
13 (+1)
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon
feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vine Blight Brian Valeza Left to Right: Vine Blight, Tree Blight, and Needle Blight Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to
messages from their masters or to repeat the words of their victims in rasping voices. Vine Blight Medium Plant, Neutral Evil
AC 12 Initiative −1 (9)
HP 19 (3d8 + 6)
Speed 20 ft.
Ability
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
10 (+0)
CHA
13 (+1)
Senses passive Perception 10
Languages Common
Challenge 1 Proficiency Bonus +2
Actions
Multiattack. The harpy makes one Claw attack and one Club attack
target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that succeeds on its saving throw is immune to this harpy’s song for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 Proficiency Bonus +2
Actions
Bite. Melee
creature other than an elf or Undead, it must succeed on a DC 10 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.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
10
Languages Common
Challenge 2 (450 XP)
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of
., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 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.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Languages Common
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft
., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach
or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the
adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth. In such a situation, you can call on
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Sunflies Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so
Constitution saving throw or have the stunned condition 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.
Bonus Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
+5
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Senses darkvision 120 ft., passive Perception 13
Languages Common, Deep Speech, Undercommon, telepathy 30 ft.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Devil’s Sight. Magical darkness doesn’t
saving throw or become poisoned for 1 minute. A 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: +5 to hit