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Returning 30 results for 'continue repeats grabbing to have reborn'.
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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
hours.Most of Belcorra’s deep gnome servants buried themselves in the muck on the shores of the great lake on the Farm level, rising as bog mummies to continue their service to her. Their gaze
monsters
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
, the gnomes embraced undeath to continue to serve her, burying each other in the mud beneath the Gauntlight and rising again as bog mummies or other, even more powerful, undead.Necrotic, PoisonFireCold
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
character, excluding sidekicks, charge out of the darkness and begin grabbing goats. When the characters intervene, the ogres drop the goats and attempt to smash the adventurers. YOUR CAMPAIGN, YOUR
PHANDALIN
Since this adventure and the ones that follow were designed to continue the story of Dragon of Icespire Peak, there’s a good chance your players have already interacted with the NPCs in the town
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
character, excluding sidekicks, charge out of the darkness and begin grabbing goats. When the characters intervene, the ogres drop the goats and attempt to smash the adventurers. YOUR CAMPAIGN, YOUR
PHANDALIN
Since this adventure and the ones that follow were designed to continue the story of Dragon of Icespire Peak, there’s a good chance your players have already interacted with the NPCs in the town
Orc
Legacy
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Species
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
condition.
Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dracolich Draconic Tyrant Reborn Habitat: Any; Treasure: Any Slawomir Maniak The vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors
called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dracolich Draconic Tyrant Reborn Habitat: Any; Treasure: Any Slawomir Maniak The vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors
called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
condition.
Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to let Burgomaster Ulrich’s spirit find rest because of what he did to poor Marina. The ghost recounts Marina’s sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form
pen. If the characters try to set the goats free by dismantling or damaging part of the fence, the skulls atop the fence posts begin howling and continue to howl for 1 minute. The racket attracts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to let Burgomaster Ulrich’s spirit find rest because of what he did to poor Marina. The ghost recounts Marina’s sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form
pen. If the characters try to set the goats free by dismantling or damaging part of the fence, the skulls atop the fence posts begin howling and continue to howl for 1 minute. The racket attracts
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
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
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
“Vanishing Demiplane” below). Continue with the Initiative order. Grabbing the Horn. Uni’s horn lands at the feet of a random character. A character can pick up the dropped horn easily (no action required
continue searching for Nosey. Treasure. Each bullywug wears paste jewelry worth 10 GP. C3: Bullywug Ambush In the walls of this misty chamber, paths strike off in four directions. Within the chamber, four
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
“Vanishing Demiplane” below). Continue with the Initiative order. Grabbing the Horn. Uni’s horn lands at the feet of a random character. A character can pick up the dropped horn easily (no action required
continue searching for Nosey. Treasure. Each bullywug wears paste jewelry worth 10 GP. C3: Bullywug Ambush In the walls of this misty chamber, paths strike off in four directions. Within the chamber, four
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
great bird. It repeats periodically, always far off in the distance.
Set into a large cleft in the canyon wall is an enormous nest of sticks, bones, paper, and other debris. An immense black form
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
great bird. It repeats periodically, always far off in the distance.
Set into a large cleft in the canyon wall is an enormous nest of sticks, bones, paper, and other debris. An immense black form
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
takes. If you do, the creature repeats the initial Wisdom saving throw at the end of its turn. On a success, you can't use this Reaction again while your brand lasts. Stage 4 Flaw: True Name Fiend Stage
4 Flaw Your Fiend transformation is complete, and you are reborn. You are assigned a new name by the denizens of the Netherworld, which becomes your True Name. You receive a talisman of brimstone and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
is Necrotic or Radiant; you choose the type each time you deal the damage. Level 3: Warrior of the Gods A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
is Necrotic or Radiant; you choose the type each time you deal the damage. Level 3: Warrior of the Gods A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the other from the left, to meet at a landing on the second level 30 feet above your heads. That layout repeats on the second level, and the third level, but with each successive layer adding less
feet as difficult terrain. After 10 feet, they begin getting scratched by thorns. If they continue, they take 1 slashing damage per foot climbed. After 20 feet, that increases to 2 slashing damage per
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the other from the left, to meet at a landing on the second level 30 feet above your heads. That layout repeats on the second level, and the third level, but with each successive layer adding less
feet as difficult terrain. After 10 feet, they begin getting scratched by thorns. If they continue, they take 1 slashing damage per foot climbed. After 20 feet, that increases to 2 slashing damage per
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
wheel hits the deck with a loud thud that catches the attention of the zombies in area C4. A moment later, the thud is answered by a loud crash against the door to C4, which repeats every 10 to 15
follows: 19 Tarsakh
Our journey is ended, though I fear my own is to continue in the most horrible way imaginable. Compass Rose wrecked on a shoal south of Neverwinter. Many sailors perished with
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
wheel hits the deck with a loud thud that catches the attention of the zombies in area C4. A moment later, the thud is answered by a loud crash against the door to C4, which repeats every 10 to 15
follows: 19 Tarsakh
Our journey is ended, though I fear my own is to continue in the most horrible way imaginable. Compass Rose wrecked on a shoal south of Neverwinter. Many sailors perished with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to hunt for wild game on the tundra or on the shores of the Sea of Moving Ice. If the characters hide in the snow and keep their distance, the giant and its mount continue unimpeded, and the encounter
repeats the group check until one team fails it.
3 Shrub Pulling. Two frozen shrubs of roughly equal size are located nearby, and each team picks a champion. Whichever champion uproots their shrub
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to hunt for wild game on the tundra or on the shores of the Sea of Moving Ice. If the characters hide in the snow and keep their distance, the giant and its mount continue unimpeded, and the encounter
repeats the group check until one team fails it.
3 Shrub Pulling. Two frozen shrubs of roughly equal size are located nearby, and each team picks a champion. Whichever champion uproots their shrub
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 A criminal enterprise 2 Monsters or a unique monster 3 A planar threat 4 A past adversary reawakened, reborn, or resurgent 5 A splinter faction 6 A savage tribe 7 A secret society 8 A traitorous
event on a grand scale, since it will take time to come true (or be averted). Imagine that a world-shaking prophecy comes to light. If events continue on their present course, the prophecy will come
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 A criminal enterprise 2 Monsters or a unique monster 3 A planar threat 4 A past adversary reawakened, reborn, or resurgent 5 A splinter faction 6 A savage tribe 7 A secret society 8 A traitorous
event on a grand scale, since it will take time to come true (or be averted). Imagine that a world-shaking prophecy comes to light. If events continue on their present course, the prophecy will come
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Finding the secret door into area 14 requires a successful DC 12 Wisdom (Perception) check. Cuppa the Parrot. When anyone enters the cabin, the parrot immediately wakes, squawks, repeats “Pieces of eight
stays with them throughout the conclusion of this adventure. He will, if requested to do so, remain with the characters for further adventures (assuming that they continue with Danger at Dunwater and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Finding the secret door into area 14 requires a successful DC 12 Wisdom (Perception) check. Cuppa the Parrot. When anyone enters the cabin, the parrot immediately wakes, squawks, repeats “Pieces of eight
stays with them throughout the conclusion of this adventure. He will, if requested to do so, remain with the characters for further adventures (assuming that they continue with Danger at Dunwater and