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Returning 35 results for 'creature repeat grabbing to her ranging'.
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Equipment
Inhaled Poison
A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its
turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
Spells
Player’s Handbook
, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Magic Items
Dungeon Master’s Guide
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Spells
Player’s Handbook
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
twelve extradimensional cells. A creature that knows the mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically.
An extradimensional cell is an infinite
Spells
Player’s Handbook
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at
which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5
Spells
Player’s Handbook
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Magic Items
Dungeon Master’s Guide
+9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Spells
Player’s Handbook
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of
Equipment
randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a
Monsters
Strixhaven: A Curriculum of Chaos
Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must
":"bludgeoning"} bludgeoning damage.
Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4;{"diceNotation":"1d4","rollType
Monsters
Bigby Presents: Glory of the Giants
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated
spotted lion has a dusky coat and mane, both speckled with charcoal-colored spots. Spotted lions gather in prides to hunt enormous prey ranging from giant elk to mammoth;mammoths. Stone and cloud giants often keep these massive beasts as pets and hunting companions.
Monsters
Bigby Presents: Glory of the Giants
thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a DC 22 Constitution saving throw, taking 14 (4d6
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
Magic Items
The Book of Many Things
2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes
Magic Items
Phandelver and Below: The Shattered Obelisk
only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
This soft, violet cap bears stitching in the pattern of folds on a brain.
As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to
to serve another powerful creature or might need to gather servants of its own.
Deathlocks
The forging of a pact between a warlock and a patron is no minor occasion—at least not for the
Monsters
Mythic Odysseys of Theros
"} poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way
even realize they've been attacked by shorestalkers, chalking disappearances and deaths up to the innumerable dangers of the sea.
Clever, far-ranging people of the sea, tritons live rich lives unknown
Spells
Xanathar's Guide to Everything
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the
target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the
Monsters
Bigby Presents: Glory of the Giants
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
of the scion gain a +8 bonus to attack and damage rolls.
Extreme Weather. The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms
Magic Items
Dragonlance: Shadow of the Dragon Queen
creature paralyzed by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
Spells
Xanathar's Guide to Everything
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of
you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
Monsters
Mythic Odysseys of Theros
Frost"} to hit, range 60 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target’s speed is
reduced by 10 feet until the start of the triton’s next turn.Frigid Shield. When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the
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
heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a
Magic Items
Mythic Odysseys of Theros
begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long
Monsters
Tales from the Yawning Portal
saving throw or be paralyzed 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.
Fear Ray. The targeted creature must succeed
either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enervation Ray. The targeted
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
Death Burst. When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a DC 11 Constitution saving throw or be blinded for 1
Monsters
Out of the Abyss
. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each
creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a
Monsters
Waterdeep: Dungeon of the Mad Mage
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
frightened 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.
3. Enervation Ray. The targeted creature must make a DC 14
Monsters
Out of the Abyss
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a
creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken
Spells
Xanathar's Guide to Everything
frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on
and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
Monsters
Out of the Abyss
, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly
at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The