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Returning 35 results for 'non conjure repeat pdf'.
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Spells
Player’s Handbook
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
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
Magic Items
Dragonlance: Shadow of the Dragon Queen
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
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the
disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while
Monsters
Icewind Dale: Rime of the Frostmaiden
Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw
Monsters
Tales from the Yawning Portal
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thrown Urn","rollDamageType":"bludgeoning"} bludgeoning damage. Any non-undead creature that touches an urn must succeed on a DC 17
1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If this damage reduces a creature to 0 hit points, the creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
saving throws. The charmed 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
Monsters
Spelljammer: Adventures in Space
. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened
Monsters
Bigby Presents: Glory of the Giants
splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or
stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the petrified condition
Monsters
Vecna: Eve of Ruin
", "rollAction":"Phantom Deathwolf", "rollDamageType":"psychic"} psychic damage to the target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of
mind-bending phantoms the deathwolf can conjure.
Deathwolves in Dragonlance
On the world of Krynn, deathwolves are associated with Lunitari, Krynn’s red moon and the god of neutral magic. The
Monsters
Divine Contention
affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute
. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
repeat the saving throw, ending the effect on itself on a success.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.Multiattack. The eladrin makes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin
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
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
"} psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.
Spellcasting
Monsters
Waterdeep: Dungeon of the Mad Mage
damage. The target must succeed on a DC 18 Constitution 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
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to
Monsters
Waterdeep: Dungeon of the Mad Mage
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
exhales 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
Monsters
Curse of Strahd
","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat
18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
can repeat the saving throw, ending the effect on itself on a success.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.Multiattack. The eladrin
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The elder
are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts
Monsters
Icewind Dale: Rime of the Frostmaiden
Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on
; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
Banshee
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental
If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.
Travel the
Summer Eladrin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin
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
Spring Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Joyful Presence. Any non-eladrin creature that starts its turn within 60
’s Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
Magic Resistance. The
Ghost
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet
","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
Winter Eladrin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
wind
1/day each: cone of cold, ice storm
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that
has disadvantage on ability checks and saving throws. The charmed 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
Autumn Eladrin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the creature can repeat the
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
21 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. If a creature's saving
, and Strength saving throws 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.
Change Shape. The dragon magically
Adult Silver Dragon
Legacy
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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
Lich
Legacy
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Monsters
Basic Rules (2014)
succeed on a DC 18 Constitution 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.The lich can take
on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the
Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
on a DC 24 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. If a creature's
checks, and Strength saving throws 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.
Change Shape. The dragon magically
Ancient Silver Dragon
Legacy
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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
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.
Inside its lair, a ki-rin has the power to conjure objects up to three
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Spells
Elemental Evil Player's Companion
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s
sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
, control water*, dominate beast, freedom of movement*, watery sphere5th level (2 slot): conjure elemental*, maelstrom,scrying*, tree stride6th level (1 slot): heal7th level (1 slot): plane shift






