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Returning 35 results for 'continued repeats goblin to have requires'.
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Monsters
Monster Manual
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach
is trapped in a demiplane inside the Soul Tome. While trapped there, the target has the Incapacitated condition. At the end of each of its turns, the target repeats the save, escaping the tome on a
Magic Items
Dungeon Master’s Guide
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
, a Wisdom of 12, and a Charisma of 15. It has hearing and Darkvision out to 120 feet.
The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin.
Personality
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
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
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Backgrounds
Guildmasters’ Guide to Ravnica
, Intimidation
Tool Proficiencies: One type of gaming set
Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur
Equipment: A Boros insignia, a feather from an angel&rsquo
)
2
Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3
Protection. It isn’t right for innocents to
monsters
1 minute. While Poisoned in this way, the target’s Speed is reduced by 10 feet. As the end of each of its turns, the target repeats the saving throw, ending the Poisoned condition on itself on a
forge an alliance with a scalathrax, but doing so requires either constant bribes of new creatures to kill or a particularly intimidating personality—scalathraxes respect bullies, seeing in them a mirror of their own cruel values.PoisonFire
monsters
repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it automatically succeeds. Success: Half damage only.
Shadowy Friends. A wave of shadow
Paralyzed target takes damage, the condition ends early.
Spellcasting (Requires Curse Bottle). The sinner casts one of the following spells using his Curse Bottle (and no other Material components
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
. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sword of Wounding Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes
an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sword of Wounding Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes
an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sword of Wounding Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes
an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sword of Wounding Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes
an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Whelm Weapon (Warhammer), Artifact (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume
the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Whelm Weapon (Warhammer), Artifact (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume
the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
target’s turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
target’s turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
target’s turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
target’s turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, twenty feet above the floor.
Any character who can see the bridge in area 5 might also notice the goblin guarding the bridge. Doing so requires a Wisdom (Perception) check contested by the goblin’s
Dexterity (Stealth) check. The goblin notices the characters if they carry any light or don’t use stealth as they approach the bridge. The goblin does not attack. Instead, it attempts to sneak away to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested
Dexterity Catch the Dragon by the Tail
Wisdom Gnome Poetry Contest
Charisma Goblin Wrestling
Strength Guess the Number of Feathers
Intelligence Outstare the Cyclops
Constitution If a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, twenty feet above the floor.
Any character who can see the bridge in area 5 might also notice the goblin guarding the bridge. Doing so requires a Wisdom (Perception) check contested by the goblin’s
Dexterity (Stealth) check. The goblin notices the characters if they carry any light or don’t use stealth as they approach the bridge. The goblin does not attack. Instead, it attempts to sneak away to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested
Dexterity Catch the Dragon by the Tail
Wisdom Gnome Poetry Contest
Charisma Goblin Wrestling
Strength Guess the Number of Feathers
Intelligence Outstare the Cyclops
Constitution If a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mace of Terror Weapon (Mace), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mace of Terror Weapon (Mace), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Goblin Bazaar In this monstrous market live forty goblins. Half of them are guards, and the other half are traders. The goblin boss and his retinue lurk in area 1e. 1a. Bazaar Side Entrance
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Goblin Bazaar In this monstrous market live forty goblins. Half of them are guards, and the other half are traders. The goblin boss and his retinue lurk in area 1e. 1a. Bazaar Side Entrance
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger
but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
11. North Barracks The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
11. North Barracks The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in