Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'common wonder repeat'.
                    
                
                                                     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
                                                    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
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
                                                
                                            
                                                
                                                    ; Exhaustion, Poisoned
Senses Blindsight 60 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Increased Carrying Capacity. The wonder can
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Flying Wonder (Common). An activated flying wonder uses the Flying Wonder
                                                
                                            
                                                
                                                    .
Mobility Wonder (Common). While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the
                                                
                                            
                                        
                                                    Adult Red Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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.
        Learn More
    
                                                
                                            
                                                     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
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table after this background), a set of Clothes, Common;common clothes, and 10 gp
Path to Mystery
Your first case
                                                
                                            
                                                
                                                     one believed you. You’re still trying to prove what you know is true.
8
You got a job with an agency that investigates crimes that local law enforcement can’t solve. You often wonder which you value more, the truth or your pay.
                                                
                                            
                                        
                                                    Figurine of Wondrous Power
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                        
                                                    Dwarf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
                                                
                                            
                                                
                                                     common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
                                                
                                            
                                                
                                                    . Sometimes, a sphinx of wonder forms a bond with a mortal scholar and aids them in their research. Sphinx of Wonder Tiny Celestial, Lawful Good
 AC 13 Initiative +3 (13)
 HP 24 (7d4 + 7)
 Speed 20 ft., Fly
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Frightened target ends its turn more than 120 feet away from you, the target can repeat the Wisdom save, ending the condition on itself on a success. A creature that succeeds on the save against this
                                                
                                            
                                                
                                                     Common.
Personality. The crown contains the essence of Myrkul and exists to spread that god’s will, which is to slay the living, raise the dead, and sow fear across the Material Plane. The crown
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                    Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
                                                
                                            
                                                
                                                     few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
                                                
                                            
                                        
                                                    Lizardfolk
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
                                                
                                            
                                                
                                                     pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . The common folk aren’t accustomed to seeing members of these races, and they often react with curiosity, wariness, or wonder.
                                                
                                            
                                                
                                                    . Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     characters are in the common room at night, Toblen looks up as the door opens. The door closes quickly without anyone entering, and Toblen shakes his head in wonder. He says he thinks it was Argus
                                                
                                            
                                                
                                                    Stonehill Inn This is a modest, two-story roadhouse with rooms for rent and a common area for purchasing food and drink. Toblen Stonehill, a short, friendly human, runs the establishment. While the
                                                
                                            
                                        
                                                     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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    Starting Characters Characters start this adventure at 3rd level. Players can create new 3rd-level characters, as described in the next section. If the players wonder why characters start at this
                                                
                                            
                                                
                                                     creating their characters. If you want to include characters who hail from Sigil, a gate-town, or other places where planar travel is common, consider using the character options in Sigil and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
  Cha  18  +4  +4 
   
 Skills Arcana +3, Perception +5, Stealth +8
 Senses Passive Perception 15
 Languages Common, Elvish, Sylvan
 CR 5 (XP 1,800; PB +3)
 Traits
 Magic Resistance. The pixie
                                                
                                            
                                                
                                                    : Detect Thoughts, Fly, Major Image
 Bonus Actions
 Burst of Wonder (Recharge 5–6). The pixie casts Entangle, Polymorph, or Tasha’s Hideous Laughter, requiring no Material components and using the same spellcasting ability as Spellcasting.
                                                
                                            
                                        
                                                     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->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     dedicated to fighting evil, but their reckless emotions sometimes break free with devastating consequences. Rage is as common and as honored as joy in Arborea. There the mountains and forests are
                                                
                                            
                                                
                                                     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->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->Divine Contention
                                                    
                                                
                                            
                                                     language (usually Common)
 Challenge 8 (3,900 XP)
 Spellcasting. The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has
                                                
                                            
                                                
                                                     from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
 [Tooltip Not Found]
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    
 Senses darkvision 60 ft., passive Perception 15
 Languages Common, Draconic, Elvish, Infernal
 Challenge 6 (2,300 XP)
 Draconic Majesty. Neronvain adds his Charisma bonus to his AC (included
                                                
                                            
                                                
                                                     start of Neronvain’s next turn. Each creature that starts its turn in the gas must succeed on a DC 15 Constitution saving throw or be poisoned 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.
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        





