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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
                                                
                                            
                                                
                                                     directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
                                                
                                            
                                        
                                                    Control Water
                                                    
    
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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
                                                
                                            
                                                
                                                     beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     undulate like a writhing snake. Each time one side gains an advantage, invariably its lines weaken somewhere else. Demons enter the Nine Hells by following the River Styx from the Abyss into Avernus
                                                
                                            
                                                
                                                     the front line back into Avernus. The process repeats itself time and time again. To the good fortune of the rest of the multiverse, almost all the battles in the Blood War take place in the Abyss and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
                                                
                                            
                                                
                                                     offer. This process continues until the characters comply or none are left. Those who agree to the beholder’s terms are permitted to leave with their lives. If the characters give Xanathar the stone, it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
                                                
                                            
                                                
                                                     communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     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. Part Water. You cause water in
                                                
                                            
                                                
                                                     resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
                                                
                                            
                                                
                                                     water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     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. Part Water. You cause water in
                                                
                                            
                                                
                                                     resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
                                                
                                            
                                                
                                                     water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     respectfully preventing the empyrean from entering the Yearning Timbers. Inside is a rare, invite-only event being hosted by Rillifane Rallathil, an elf god of nature. Manalath apologizes and calmly repeats
                                                
                                            
                                                
                                                     that Kopoha isn’t on the guest list. As Kopoha grows more insistent, winds carrying the scent of a thunderstorm rise around the pair. The argument continues until the characters intervene. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle
                                                
                                            
                                                
                                                     selected or take no action at all. Once everyone has acted, the process repeats. Everyone in the battle selects an action, rolls initiative, and takes turns in order.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Tentacles. Constitution Saving Throw: DC 12, one creature the carrion crawler can see within 10 feet. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns
                                                
                                            
                                                
                                                     Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     while the characters traverse the tunnel. The tunnel continues for what feels like forever before the ceiling suddenly begins to rise. The walls frame an impossibly tall canyon that slowly widens, the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     resembles that of a humanoid. Four ropy, fibrous antennae grow from her forehead, somehow enhancing her disgusting and compelling beauty. Her lower half is a mass of writhing, pulsing tentacles covered with
                                                
                                            
                                                
                                                     can be seen writhing inside their mouths. Any creature swallowed by a parasite-infested behir must succeed on a DC 19 Constitution saving throw at the start of each of the behir’s turns or be feasted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     their place on the altar. The ritual continues for 3 rounds or until all cultists have been dispatched. A Silence spell that envelops all the cultists also stops the ritual. If one or more cultists are
                                                
                                            
                                                
                                                     mind flayer stat block, though he can also speak Common. Four of the tentacles under the high priest’s mask are alive, writhing subtly as he speaks. Zekrikitch telepathically probes the minds of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Another four-armed gargoyle animates whenever another such door is opened. This process continues for as long as any gargoyles remain in the alcoves. The gargoyles don’t leave the room. Pillars of
                                                
                                            
                                                
                                                     process continues until eight of the creatures have manifested. Pillars of Blood. If a living humanoid creature touches a pillar, the part of its body that touched the pillar becomes stuck, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     wooden racks and chests filled with weaponry. Floating in the middle of the room is a spherical creature with a large central eye and four writhing eyestalks.
 The inventory is nonmagical and includes
                                                
                                            
                                                
                                                     who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     wooden racks and chests filled with weaponry. Floating in the middle of the room is a spherical creature with a large central eye and four writhing eyestalks.
 The inventory is nonmagical and includes
                                                
                                            
                                                
                                                     who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     tome can conclude, with a successful DC 10 Intelligence (Investigation) check, that it’s the work of a madman. Any character who continues to read the book beyond that basic level of understanding must
                                                
                                            
                                                
                                                     slung over his back crouches among the bodies, writhing in pain. His eyes are closed, and his hands clutch at a gold helm on his head as if trying in vain to claw it off. Unintelligible words spill from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     to a semicircular alcove with a back wall made of a purplish-black, glassy-appearing substance. Anyone who stands before this wall and gazes upon it for 1 round sees a writhing, amorphous form of
                                                
                                            
                                                
                                                     and is no longer drunk. On a failed save after 1 hour, the character continues to drink until falling unconscious for several hours, then awakens and remains drunk for 1 hour thereafter. Once a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     first layer of the Nine Hells. B25: Audience Chamber Pillars of writhing flame wrought in stone hold up the vaulted ceiling of this great hall. In the center, a magnificent, gilded throne gleams like the
                                                
                                            
                                                
                                                     demiplane until the gem is replaced or someone else accesses the room with a demiplane spell. Treasure. If removed from the wall, the gem continues to radiate magic but doesn’t otherwise function. It is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     still alive when its master dies, it stops attacking and retreats to its nest. It continues to fight only if pursued. After the remaining lizardfolk are dealt with, Bimz chooses one character and bonds
                                                
                                            
                                                
                                                    . 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     more characters enter the room, read the following: The center statue’s eyes glow with white light, and the cobra statues begin writhing toward you.
 The central statue uses the marilith stat block
                                                
                                            
                                                
                                                    , the creature continues to interact with the water as if it were tactile, such as swimming through it. T25: Crypt Doors This corridor ends at a massive double door with a carved relief depicting a
                                                
                                            
                                        





