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Returning 35 results for 'connections remains giant to her repeat'.
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connection remains gain to her respect
connection remains gain to her reveal
connection remain giant to her respect
connection remain gain to her repeat
connecting remains gain to her respect
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
–06
Archmage
07–09
Assassin
10–12
Bandit Captain
13–15
Beholder
16–18
Berserker
19–21
Bugbear Warrior
22–24
Cloud Giant
Magic Items
Dungeon Master’s Guide
forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90
A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg
Magic Items
Dungeon Master’s Guide
toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
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
Magic Items
Dungeon Master’s Guide
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The
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
instead of the restrained condition.Stone giants believe the god Skoraeus Stonebones inspires artists to create their finest stone carvings. Sometimes a giant pursues this divine inspiration to the
Monsters
Guildmasters’ Guide to Ravnica
Focus. As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant’s focus for 1 minute, or until either
the target or the giant drops to 0 hit points.
When the giant makes an attack roll against its focus, it adds a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Focus"} to its attack roll. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mouth of Madness. The giant is immune to confusion spell.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a
d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Mouth of Madness"} at the start of each of the giant’s turns to determine its action for that turn:
1–3: The giant makes three
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
Monsters
Fizban's Treasury of Dragons
dragons’ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals
Monsters
Fizban's Treasury of Dragons
.
Emerald dragons’ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach
experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and
Monsters
Quests from the Infinite Staircase
save, the target takes half as much damage only.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The oldest vegepygmies in a colony
of lichen to denote their status.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous
Magic Items
Curse of Strahd
paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of
. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the
Monsters
Waterdeep: Dragon Heist
(escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Multiattack. The Giant Mimic attacks twice with its Pseudopod and once with its Bite.
Pseudopod. Melee Weapon
Backgrounds
Guildmasters’ Guide to Ravnica
: Choose one of Elvish, Giant, or Kraul
Equipment: A Golgari insignia, a poisoner’s kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed
animate dead, plant growth
4th
giant insect, grasping vine
5th
cloudkill, insect plague
Golgari magic is often accompanied by a sickly green glow and a rotting
Monsters
Tyranny of Dragons
"} poison damage.
Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the 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.Poison
Monsters
Tomb of Annihilation
False Appearance. While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.Engulf. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Quests from the Infinite Staircase
evade foes and pelt them with slings from the cover of leafy foliage.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Chilling Winds", "rollDamageType":"cold"} cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the
the effect ends for it, that creature is immune to this spectral cloud’s Chilling Winds for the next 24 hours.A cloud giant that dies through an act of betrayal or an ill-fated wager sometimes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
from the remains left behind when a Humanoid or a Giant is killed by russet mold (see “Russet Mold” below). One or more vegepygmies emerge from the corpse a day later.
Vegepygmies
"} poison 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. Any magic that neutralizes
Monsters
Ghosts of Saltmarsh
. The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends
matriarch, the 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
Magic Items
Dragonlance: Shadow of the Dragon Queen
in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror
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
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form
. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In storm giant form, Iymrith retains her alignment
Monsters
Tales from the Yawning Portal
kelpie returns to its true form if it takes a bonus action to do so or if it dies.
False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal
drowning, the 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
Monsters
Fizban's Treasury of Dragons
; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
species—including griffon;griffons in Ardenvale, giant owl;giant owls in Vantress, and giant ravens (use the giant vulture stat block) in Locthwain. Some knights also wield powerful magic drawn
former oaths, the knights of the Verdant Order retain their focus on the five virtues of the courts, so their Knightly Virtue trait remains unchanged.
Monsters
Fizban's Treasury of Dragons
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places
Monsters
Fizban's Treasury of Dragons
found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon’s hoard.
3
An amethyst dragon magically
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Monsters
Tomb of Annihilation
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Fizban's Treasury of Dragons
unless the authorities find and turn over a thief who stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence
Connections
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An ancient sapphire dragon has called a conclave of ancient gem dragons to
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
minions.
Distantly related to oni, ogre;ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape
or carrying, turns invisible and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains invisible until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first.
Monsters
The Book of Many Things
remains in one place for a long time.
Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches