Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'contingency repeats guided to have return'.
Other Suggestions:
contingency retreats guide to have returner
contingency repeats guild to have reborn
contingency repeats guide to have reborn
contingency retreats guarded to have returner
contingency retreats guild to have returner
Monsters
Monster Manual
. First Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long Rest, and it repeats the save every 24 hours
Magic Items
Dungeon Master’s Guide
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a
Monsters
Planescape: Adventures in the Multiverse
":"damage", "rollAction":"Inhibitory Spray", "rollDamageType":"acid"} acid damage and has the paralyzed condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending
there.
Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20;{"diceNotation":"2d20
monsters
Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every
each of its turns, the target repeats the saving throw, ending the effect on itself on a success. Success: The target is immune to this Child of Belcorra’s Breathtaking Glare for the next 24
monsters
regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success. Success: The target is immune to this Child’s Breathtaking Glare for the next 24
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
monsters
actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to normal if they have been reduced and it regains all lost hit points. It reforms its physical
of its next turn, when it repeats the save. Second Failure: The target takes 4d20 (22);{"diceNotation":"22", "rollType":"damage", "rollAction":"Hungry Tide", "rollDamageType":"force"} force damage
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
its next turn, when it repeats the save. Second Failure: On its next turn, Great Cthulhu controls the target. This effect ends at the end of that turn.Legendary Action Uses: 3. Immediately after another
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
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->Guildmasters' Guide to Ravnica
.
— Doug Beyer, Return to Ravnica: The Secretist
Bringing order from chaos — that is the mission of the Azorius Senate. Without the extensive legal code crafted and enforced by the Azorius
well as the creator of the elaborate contingency plan that resulted in the creation of the Living Guildpact. The Azorius Senate was meant to carry on his legacy by serving as the legislative body of Ravnica.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
.
— Doug Beyer, Return to Ravnica: The Secretist
Bringing order from chaos — that is the mission of the Azorius Senate. Without the extensive legal code crafted and enforced by the Azorius
well as the creator of the elaborate contingency plan that resulted in the creation of the Living Guildpact. The Azorius Senate was meant to carry on his legacy by serving as the legislative body of Ravnica.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
die in a domain return reincarnated, fated to repeat a version of their former lives. Endless Cycles. The Darklord shepherds another individual down a path of corruption in hopes of crafting a successor
reminders of the Darklord’s inadequacies. When symbolism is too subtle, the literal specters from the Darklord’s past return to haunt them. Unpleasant Hope. The Darklord’s desire—commonly their bond—is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
die in a domain return reincarnated, fated to repeat a version of their former lives. Endless Cycles. The Darklord shepherds another individual down a path of corruption in hopes of crafting a successor
reminders of the Darklord’s inadequacies. When symbolism is too subtle, the literal specters from the Darklord’s past return to haunt them. Unpleasant Hope. The Darklord’s desire—commonly their bond—is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of
. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of
. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long
Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long
Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Material Plane for centuries, collecting corpses while searching for a way to return home. A cadaver collector responds to a summons from a mortal only if it is called to the scene of a great battle
creature in that area must succeed on a DC 18 Constitution saving throw or have the paralyzed condition for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Material Plane for centuries, collecting corpses while searching for a way to return home. A cadaver collector responds to a summons from a mortal only if it is called to the scene of a great battle
creature in that area must succeed on a DC 18 Constitution saving throw or have the paralyzed condition for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are
specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack until you can be sure you’ll destroy it. Meteor swarm works well. Cadaver
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are
specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack until you can be sure you’ll destroy it. Meteor swarm works well. Cadaver
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
have stained their soul with dark acts might return to life after suffering what feels like years of torture in Tizerus’s Mire of Punishment. In either case, the character might even gain some helpful
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
have stained their soul with dark acts might return to life after suffering what feels like years of torture in Tizerus’s Mire of Punishment. In either case, the character might even gain some helpful
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Material Plane for centuries, collecting corpses while searching for a way to return home. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle
paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Bonus Actions
Summon Specters (Recharges after a Short or Long Rest). The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Material Plane for centuries, collecting corpses while searching for a way to return home. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle
paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Bonus Actions
Summon Specters (Recharges after a Short or Long Rest). The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
process repeats once more, until the third earth elemental appears and is destroyed. The elementals ignore the galeb duhr, which continue to stand motionless throughout the fight. When the characters reduce
return to notify him of their success in the temple. He can sense whether or not the temple has been restored to its former glory, so if the characters fail to cleanse the temple but tell him they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
process repeats once more, until the third earth elemental appears and is destroyed. The elementals ignore the galeb duhr, which continue to stand motionless throughout the fight. When the characters reduce
return to notify him of their success in the temple. He can sense whether or not the temple has been restored to its former glory, so if the characters fail to cleanse the temple but tell him they
Compendium
- Sources->Dungeons & Dragons->Monster Manual
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
. The target is also subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
. The target is also subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
; if they refuse a command, he remains Indifferent toward them. Each time the characters leave the hall and return, Nezzarum issues a new command until he has issued three of them. He never repeats a
are Difficult Terrain. Stolen Goods to Recover. The dragonchess Gaming Set and incense are stolen goods (see “Stolen Goods”). If Nezzarum is Friendly, he allows the characters to return the goods the cultists stole to the rightful owners.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
; if they refuse a command, he remains Indifferent toward them. Each time the characters leave the hall and return, Nezzarum issues a new command until he has issued three of them. He never repeats a
are Difficult Terrain. Stolen Goods to Recover. The dragonchess Gaming Set and incense are stolen goods (see “Stolen Goods”). If Nezzarum is Friendly, he allows the characters to return the goods the cultists stole to the rightful owners.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, dwarves, and elves, then return to carve the tales of their accomplishments into the walls for the gods to see and admire. Jarl Storvald Storvald, a fierce and adventurous frost giant jarl, traveled
grants immortality to its wearer, was last seen in the possession of a human adventurer (and former Harper) named Artus Cimber. Guided by magical runes of tracking, Storvald plans to find the ring and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
both useful to the cause. Devils constantly strive to recruit mortals into their ranks by offering them rewards in return for their service. While they live, these cultists carry out the wishes of
make a foray into the Abyss are customarily guided by such a mercenary. The Search for Secrets The Blood War has all the characteristics of an eternal stalemate, in part because the two sides are so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, dwarves, and elves, then return to carve the tales of their accomplishments into the walls for the gods to see and admire. Jarl Storvald Storvald, a fierce and adventurous frost giant jarl, traveled
grants immortality to its wearer, was last seen in the possession of a human adventurer (and former Harper) named Artus Cimber. Guided by magical runes of tracking, Storvald plans to find the ring and