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Returning 19 results for 'continued wander repeats'.
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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
Cadaver Collector
Legacy
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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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
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
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
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->Monster Manual
nothingness or wander away, seeking to learn more of the multiverse. Spectator Medium Aberration (Beholder), Lawful Neutral
AC 14 Initiative +2 (12)
HP 45 (7d8 + 14)
Speed 5 ft., Fly 30 ft. (hover
can’t attack, it does nothing on that turn. Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save 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
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 the saving throw at the end of each of its turns, ending the effect on itself with a success.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
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
conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
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->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
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 the saving throw at the end of each of its turns, ending the effect on itself with a success.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
nothingness or wander away, seeking to learn more of the multiverse. Spectator Medium Aberration (Beholder), Lawful Neutral
AC 14 Initiative +2 (12)
HP 45 (7d8 + 14)
Speed 5 ft., Fly 30 ft. (hover
can’t attack, it does nothing on that turn. Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
repeatedly rewritten the laws of reality. The Time of Troubles In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover
, while the Dalelands became a war zone. As if to offset the drought in the south, in the autumn of 1485 the Great Rain began to fall around the Sea of Fallen Stars and continued unceasingly. While
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. XVART SPEAKERS
A xvart tribe has one speaker that serves as its leader. The speaker has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
repeatedly rewritten the laws of reality. The Time of Troubles In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover
, while the Dalelands became a war zone. As if to offset the drought in the south, in the autumn of 1485 the Great Rain began to fall around the Sea of Fallen Stars and continued unceasingly. While
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. XVART SPEAKERS
A xvart tribe has one speaker that serves as its leader. The speaker has
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the itinerary with all members of the group (see the Wedding Itinerary table) and makes sure everyone understands that they are not free to wander the enclave at will. If asked about the construct
made to pry information from them. While in the tavern, the dwarves are relaxed and won’t react negatively to a failed Charisma check. However, continued failures result in guards being called. Those
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
caravan that came from Beliard through Westbridge, arriving in Red Larch two days ago. The caravan continued south without Zomith, but she can confirm that she brawled with Mirabaran guards from the
would be a godsend. Trouble in Red Larch. Harburk has heard tales of banditry on the Cairn Road south of town, and he knows of several potential hideouts. He doesn’t have the time to wander around the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the itinerary with all members of the group (see the Wedding Itinerary table) and makes sure everyone understands that they are not free to wander the enclave at will. If asked about the construct
made to pry information from them. While in the tavern, the dwarves are relaxed and won’t react negatively to a failed Charisma check. However, continued failures result in guards being called. Those
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
caravan that came from Beliard through Westbridge, arriving in Red Larch two days ago. The caravan continued south without Zomith, but she can confirm that she brawled with Mirabaran guards from the
would be a godsend. Trouble in Red Larch. Harburk has heard tales of banditry on the Cairn Road south of town, and he knows of several potential hideouts. He doesn’t have the time to wander around the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
heritages face the same struggles as all people, but often possess unique views of the world that others struggle to understand.
Dreamers History repeats itself. Long before humans had their Eras of
an adult halfling, gnome, or other person of similar stature. With few physical needs, a wechselkind can easily wander from settlement to settlement, watching the people they encounter with envious