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Returning 35 results for 'condition reflection guide to have repeat'.
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Monsters
Monster Manual
attack, it does nothing on that turn.
Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the
", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn.
Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10);{"diceNotation
Monsters
Monster Manual
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Gaze"}. Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection within the Cone, the
basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Monsters
Monster Manual
reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect
on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Spells
Player’s Handbook
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three
Spells
Player’s Handbook
which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at
Spells
Player’s Handbook
movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Spells
Player’s Handbook
the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
Magic Items
Dungeon Master’s Guide
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Magic Items
Dungeon Master’s Guide
+9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
Monsters
Planescape: Adventures in the Multiverse
Reflection", "rollDamageType":"psychic"} psychic damage and have the frightened condition for 1 hour or until the vargouille loses concentration (as if concentrating on a spell). If the target’s
condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target’s Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma
Monsters
Strixhaven: A Curriculum of Chaos
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
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
Monsters
Bigby Presents: Glory of the Giants
prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a
failed save, or half as much damage on a successful one.Spell Reflection (2/Day). Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"spell", "rollAction":"Spell Reflection"} to hit, range 120
Monsters
Out of the Abyss
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
save. If the basilisk sees its reflection within 15 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
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
save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Reduced Threat. This creature has -2 penalty on all
Magic Items
Phandelver and Below: The Shattered Obelisk
only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage
Magic Items
The Book of Many Things
a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes
2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
Monsters
Vecna: Eve of Ruin
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
target takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Reflect Fear", "rollDamageType":"psychic"} psychic damage and has the frightened condition until the start of the mirror
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
creature paralyzed by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it
Equipment
your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Monsters
Strixhaven: A Curriculum of Chaos
words. They use that power either to illuminate and guide or to obscure and demoralize.Demotivate (2/Day). The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The
any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Adventure Atlas: The Mortuary
: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Entrap"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this
grapple ends, if the target is not an Undead, the target has the restrained condition and takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Entrap", "rollDamageType":"piercing
Monsters
Spelljammer: Adventures in Space
(poison)","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end
neogi and often fills the role of captain aboard a nightspider (see the Astral Adventurer’s Guide). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of
Monsters
Phandelver and Below: The Shattered Obelisk
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 16). While grappling the target, the
"} piercing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The
Monsters
Spelljammer: Adventures in Space
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: +4;{"diceNotation":"1d20+4","rollType
pirates are adult neogi that serve as crew members aboard nightspider;nightspiders (see the Astral Adventurer’s Guide) and other neogi-controlled vessels.
Neogi society makes no distinction between
Monsters
Icewind Dale: Rime of the Frostmaiden
(4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Monsters
Phandelver and Below: The Shattered Obelisk
stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The mind flayer casts one
Awareness. The mind flayer has advantage on initiative rolls and can’t be surprise;surprised as long as it doesn’t have the incapacitated condition.
Magic Resistance. The mind flayer has
Monsters
Bigby Presents: Glory of the Giants
explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An
affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Multiattack. The dust hulk makes three Slam attacks. It can replace one of these
Monsters
Planescape: Adventures in the Multiverse
turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender’s Power of Authority
":"3d6", "rollType":"damage", "rollAction":"Power of Authority", "rollDamageType":"psychic"} psychic damage and have the incapacitated condition for 1 minute. At the end of each of the target’s
Monsters
Bigby Presents: Glory of the Giants
stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition
", "rollAction":"Rock", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.
Petrifying Touch (Recharge 5–6
Monsters
Planescape: Adventures in the Multiverse
damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the target has the restrained condition. While it is grappling a creature
failed save, a creature takes 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Mind Poison", "rollDamageType":"poison"} poison damage and has the poisoned condition. While poisoned in
Monsters
Quests from the Infinite Staircase
Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The robot
condition (escape DC 15). The robot has two cargo tentacles, each of which can grapple one target.
Tractor Beam. The robot casts Telekinesis, targeting only creatures with the incapacitated condition