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Returning 35 results for 'containing regains gnome to have repeat'.
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Magic Items
Dungeon Master’s Guide
’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
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
Monsters
Monster Manual
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
the following actions. The dracolich regains all expended uses at the start of each of its turns.
Pounce. The dracolich moves up to half its Speed, and it makes one Rend attack.
Sickening Ray. The
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration. If the demilich is destroyed, it reforms and regains all
creature’s turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.
Energy Drain. Constitution Saving
Monsters
Monster Manual
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each
Monsters
Monster Manual
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
Hit Points.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the death tyrant can expend a use to take one of the following actions. The death tyrant regains
Monsters
Monster Manual
another creature’s turn, the hag can expend a use to take one of the following actions. The hag regains all expended uses at the start of each of its turns.
Hag’s Swipe. The hag makes one
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Monsters
Monster Manual
Points.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the beholder can expend a use to take one of the following actions. The beholder regains all expended uses at the start
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Monsters
Out of the Abyss
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws
"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned 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.
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
previous existence.
For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or
Monsters
Out of the Abyss
disappears.
The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
A region containing a beholder's lair is warped by
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be
Monsters
Tales from the Yawning Portal
each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also
repeat the saving throw when it is at least 1 mile away from the aboleth.The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
Monsters
Mordenkainen Presents: Monsters of the Multiverse
but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome artisans
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations
.
Individual Designs
Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following
Monsters
Eberron: Rising from the Last War
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Dyrrn fails a saving throw, it can choose to succeed
instead.
Magic Resistance. Dyrrn has advantage on saving throws against spells and other magical effects.
Regeneration. Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome artisans
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
Monsters
Waterdeep: Dungeon of the Mad Mage
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 the effect ends for it, the
exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of
Monsters
Eberron: Rising from the Last War
stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
choose to succeed instead.
Magic Resistance. Belashyrra has advantage on saving throws against spells and other magical effects.
Regeneration. Belashyrra regains 20 hit points at the start of its turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
Monsters
Tales from the Yawning Portal
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.
Fear Ray. The targeted creature must succeed
on a DC 14 Wisdom saving throw or be frightened 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.
Slowing Ray. The
Monsters
Waterdeep: Dungeon of the Mad Mage
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
be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail
Monsters
The Book of Many Things
Intelligence saving throw or have the stunned condition for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary
. The corrupter regains all spent legendary actions at the start of its turn.
Cunning. The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves
Monsters
The Wild Beyond the Witchlight
form.
Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn’t function at the start of the golem’s next
. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Out of the Abyss
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a
creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken
Monsters
Storm King's Thunder
DC 20 Wisdom 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
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The
Monsters
Icewind Dale: Rime of the Frostmaiden
the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn.
Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). Auril’s Frigid
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
Monsters
Guildmasters’ Guide to Ravnica
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Regeneration. The lich regains 10 hit points at the start of its turn. If the lich takes fire or
a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The lich can
Monsters
Acquisitions Incorporated
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ancient deep crow regains spent legendary actions at the
of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs.
Regional Effects
The region containing
Monsters
Waterdeep: Dungeon of the Mad Mage
charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that
Monsters
Sleeping Dragon’s Wake
, speak with animals
Regeneration. Lhammaruntosz regains 5 hit points at the start of her turn.
Spellcasting. Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save
creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the
Monsters
Phandelver and Below: The Shattered Obelisk
incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare
", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.
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
Tales from the Yawning Portal
","rollDamageType":"cold"} cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
regains spent legendary actions at the start of his turn.
Cantrip. Var casts a cantrip.
Paralyzing Touch. (Costs 2 Actions) Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Var fixes his
Magic Items
Curse of Strahd
charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power
. 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
Mythic Odysseys of Theros
failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
; Recharges after a Short or Long Rest). If Hythonia is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed