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                        Returning 35 results for 'deep save'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has
                                                
                                            
                                                
                                                     choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
 
 
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
                                                
                                            
                                                
                                                    
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure
                                                
                                            
                                                
                                                     opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
                                                
                                            
                                                
                                                     the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
                                                
                                            
                                                
                                                    . Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
                                                
                                            
                                                
                                                    . First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
                                                
                                            
                                                
                                                     level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     some wrong affecting those she’d prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.
Bident of the Deep. Thassa’s signature weapon thrums with the icy
                                                
                                            
                                                
                                                     currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the
                                                
                                            
                                                
                                                     spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).
The weapon regains 1d4 expended charges daily at dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Amphibious. The triton can breathe air and water.
Innate Spellcasting. The triton's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material
                                                
                                            
                                                
                                                    "} poison damage.Some insults don't wash away with the tides. When surface dwellers threaten the safety of triton communities, impede upon Thassa's holiest depths, or steal the treasures of the deep
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    .
Spellcasting. Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
                                                
                                            
                                                
                                                     finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree. The corrupting influence has turned her skin thick and rough, as though she were affected by a barkskin spell, and has turned the normally good-aligned Sharwyn into an evil adversary.
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     DC 15 Constitution saving throw. On a failed save, a creature takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Lullaby of Honks", "rollDamageType":"thunder"} thunder damage and
                                                
                                            
                                                
                                                     falls into a magical slumber. On a successful save, the target takes half as much damage only. The honks can be heard up to 300 feet away.
A creature under magical slumber has the unconscious
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , taking 49 (9d10);{"diceNotation":"9d10", "rollType":"damage", "rollAction":"Rime Breath", "rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.The sea
                                                
                                            
                                                
                                                     as some of the most feared predators of the deep and inspire many sailors’ worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     of the following spells using Charisma as the spellcasting ability (save DC 14) and requiring no material components:
At will: minor illusion
3/day: phantasmal force
1/day each: fly, hypnotic
                                                
                                            
                                                
                                                     patternNaiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Amphibious. The triton can breathe air and water.
Innate Spellcasting. The triton’s spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit
                                                
                                            
                                                
                                                    ":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "} cold damage on a failed save, or half as much damage on a successful one.Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors&rsquo
                                                
                                            
                                                
                                                     crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors’ trinkets, and pirates’ booty.Cold
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand (the hand is
                                                
                                            
                                                
                                                     invisible)
1/day each: plane shift, telekinesisGithyanki buccaneers ply the Astral Plane for riches, which they haul back to their hidden fortresses in the Deep Astral. Many of them are warriors who
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 15 Strength (Athletics) check as an
                                                
                                            
                                                
                                                     deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos’s greatest treasures, and noteworthy souls who might attempt to escape the realm of
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Spellcasting. The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
                                                
                                            
                                                
                                                    
3
Thassa's Spear
4
Ephara's Shield
5
Kindred of the Deep
6
Riders of Heliod
7
Keepers of Pyrgnos
8
The Skysworn
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is
                                                
                                            
                                                
                                                     type of creature that can be (see “Myconids”).A chamberlain of Zuggtmoy looks like a vaguely bipedal mass of blue mold with the barest hint of a face nested deep inside a mossy cowl. It pummels enemies with its mossy fists.Bludgeoning, Piercing
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point
                                                
                                            
                                                
                                                     manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells
                                                
                                            
                                                
                                                    ":"fire"} fire damage on a failed save, or half as much damage on a successful one.Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage
                                                
                                            
                                                
                                                     it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it’s underwater. On a failed save, it takes 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     condition until the start of your next turn. Celestials have disadvantage on the save.
Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the
                                                
                                            
                                                
                                                    . Its voice is soft and deep but rises in a wild furor when it’s aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Weird Aura. At the start of each of the gargantua’s turns, each creature of the gargantua’s choice within 30 feet of it must make a DC 19 Wisdom saving throw. On a failed save, a target
                                                
                                            
                                                
                                                     damage and has the frightened condition until the start of the target’s next turn. On a successful save, a target is immune to this gargantua’s Weird Aura for 24 hours.Multiattack. The
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Spellcasting. The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
1/day each: charm person, disguise
                                                
                                            
                                                
                                                     wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Spellcasting. The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit with spell attacks). It has
                                                
                                            
                                                
                                                     lashers are spellcasters who use magic to augment their combat abilities. The master of souls;Masters of Souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious
                                                
                                            
                                                
                                                     complexions took on a deep-purple hue. They became the first death giants, and their descendants haunt the Shadowfell to this day, searching both that plane and the Material Plane for souls that might please
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ", "rollAction":"Crimson Rays", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning
                                                
                                            
                                                
                                                    . Spawned from deep rancor, the firegaunt seeks out living creatures to destroy. Like a specter, it doesn’t seek redemption; it just hopes to cause as much destruction as possible before attaining
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Spellcasting. The wave shaper's spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can
                                                
                                            
                                                
                                                     at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
                                                
                                            
                                                
                                                     ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following paladin spells prepared:
1st level
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     saving throw. On a failed save, the target takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Vexing Prank", "rollDamageType":"psychic"} psychic damage and has the frightened
                                                
                                            
                                                
                                                     condition until the start of the high fae’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. The high fae casts one of the following spells, requiring no
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points.
Spellcasting. The high fae casts one of the following spells, requiring no
                                                
                                            
                                                
                                                     material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     make a DC 16 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Flame Jet", "rollDamageType":"fire"} fire damage on a failed save, or half as much
                                                
                                            
                                                
                                                     damage on a successful one.
Spellcasting (Psionics). The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12):
At
                                                
                                            
                                        





