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Returning 35 results for 'core remote govern to have repeat'.
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Monsters
Strixhaven: A Curriculum of Chaos
minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.Joyful Flare. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit
must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Often referred
Monsters
Bigby Presents: Glory of the Giants
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target’s
Monsters
Keys from the Golden Vault
saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Orb. Ranged Spell Attack: +5
.
This quest for understanding became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
Monsters
Eberron: Rising from the Last War
stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Blinding Ray. The target and each creature within 10 feet of it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
Monsters
Icewind Dale: Rime of the Frostmaiden
creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
Monsters
Fizban's Treasury of Dragons
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
Monsters
Fizban's Treasury of Dragons
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the
paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it
exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
Orc
Legacy
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Species
Volo's Guide to Monsters
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
create an art elemental mascot, a mage draws power from a blend of all the natural elements, extracting their vibrant colors to craft a swirling outer shell before imbuing its core with a planar spirit
must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Blacktongues A year ago, Halaster used his magic to transport the Blacktongue tribe of bullywugs, along with its small army of giant frogs and giant toads, from a remote marshland to this level
for 1 minute. A creature poisoned in this way is also paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ettercap Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands
, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour
) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.
A target that successfully
right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy’s lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
themselves. Towns and cities are the seats of the nobles who govern the surrounding area, and who carry the responsibility for defending the villages from attack. Occasionally, a local lord or lady
are easily identified by the expansion of the walls beyond the central core. These internal walls naturally divide the city into wards (neighborhoods defined by specific features), which have their own
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Construction began on enormous new creation foundries, hundreds of feet tall, carved into the sides of mountains or secretly nestled within remote canyons. The project succeeded beyond Cyre’s wildest dreams
sending adventurers into the Mournland in hopes of salvaging some or all of the network inside a fallen colossus. Colossus Power Core. The power source of a colossus is a Khyber dragonshard of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hags Hags delight in bringing ruin and misery to the world. Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers. Annis Hag Annis hags lair in
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is
in a spacious vault at the center of the warren, where the celestial fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dense chunk of coal at its core. The Summer Star has lost its luster but not its magic. A detect magic spell or similar magic reveals a weak, residual aura of transmutation magic surrounding it. The
first time a creature picks up the Summer Star, its core glows with a golden radiance as bright as a candle flame. Unless the creature drops the device immediately, the light suddenly blossoms, becoming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
1. Roll the die and add a modifier. Roll a d20 and
This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Sibriex Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood
exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
events and possible dangers. Even a hag living in a remote, isolated location is aware of goings-on that involve her neighboring hags, whether through magical communication, personal visits, or
of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare. Rarer still, but not unheard of, is for a hag to repeat this process twice or more in short succession
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
villages, to supervise the collection of taxes and serve as judges in disputes and criminal trials. These reeves, sheriffs, or bailiffs are commoners native to the villages they govern, chosen for
bureaucratic empire, or a remote realm ruled by an iron-fisted tyrant. Consider how your settlement fits into the bigger picture of your world or region — who rules its ruler, and what other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sibriex Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of
) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Blinding
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the
aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success