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Returning 35 results for 'conditions reciting grinding to have repeats'.
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Magic Items
The Wild Beyond the Witchlight
minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar), all creatures within 1,000 feet of
passage of time. Moreover, it can’t be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
monsters
0. A Frightened target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success: Half damage
, legends, and other tales, and reciting the moral of a story related to the reveler’s theme robs the reveler of its potency.Poison, PsychicCold, Fire
monsters
end of each of its turns, the creature repeats the save, ending the effect on itself on a success. Success: The target is immune to this dhuthorex’s Frightful Presence for the next 24 hours
Grappled;Grapple ends. While swallowed, the target has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the dhuthorex. In addition, the target takes 14
monsters
. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the hypnovulfen, and takes 21 (6d6);{"diceNotation":"6d6", "rollType
as possible by the safest route. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
monsters
minute. It repeats the save at the end of each of its turns, ending the effect on itself on a success.
Gliding Levitation. The invader hovers 6 inches above the ground and leaves no tracks. It ignores
Difficult Terrain caused by conditions on the ground, can move over liquids, and takes no damage from falling.
Magic Resistance. The invader has Advantage on saving throws against spells and other
Control Water
Legacy
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Spells
Basic Rules (2014)
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
monsters
Prone and Restrained conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
throw against your spell save DC. On a failed save, roll on the Eldritch Effects table, and the target creature suffers that effect for 1 minute. At the end of each of its turns, the target repeats
target repeats the save, ending the effect on itself on a success. Level 6: Otherworldly Calm You have Resistance to Psychic damage and Advantage on saving throws to avoid or end the Charmed and Frightened
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
disappears into the wall. This image repeats every few minutes, but the ghostly zombie comes from a different section of the wall each time. Purifying the Crypt Purifying the Crypt of the Talhund
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unarmed Strike used for the attack. Level 6: Mindless Rage You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the
minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unarmed Strike used for the attack. Level 6: Mindless Rage You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the
minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
disappears into the wall. This image repeats every few minutes, but the ghostly zombie comes from a different section of the wall each time. Purifying the Crypt Purifying the Crypt of the Talhund
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cauldron can’t be used again for 8 days. If you spend 1 minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar
its surroundings or the passage of time. Moreover, it can’t be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cauldron can’t be used again for 8 days. If you spend 1 minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar
its surroundings or the passage of time. Moreover, it can’t be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
avoid her. The characters are Ireena’s best hope for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and she aids the party
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
avoid her. The characters are Ireena’s best hope for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and she aids the party
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
for 1 minute. At the end of each of its turns, the Frightened target repeats the save, ending the Misfortune on itself on a success. After you use this Misfortune, the creature is no longer cursed by
you can see that is cursed by your Evil Eye and spend 3 Jinx Points. The target must make a Wisdom saving throw. On a failed save, the creature has the Blinded and Deafened conditions for 1 minute
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the
longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the
longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
amorphous, able to move through a space as narrow as 1 inch without expending extra movement, and you are immune to the Grappled and Restrained conditions. You remain in Ooze Form for 1 minute or until you
moves with you. While engulfed, a creature takes 4d6 Acid damage at the start of each of its turns, is suffocating, has the Restrained condition, and repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Devilish Claw
time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Third Roar. Constitution Saving Throw: DC
) Slashing damage plus 13 (3d8) Lightning damage.
Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Devilish Claw
time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects