Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'depict saving'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        detect saving
                                    
                                
                                    
                                        device saving
                                    
                                
                                    
                                        depicted saving
                                    
                                
                                    
                                        depicts saving
                                    
                                
                                    
                                        deduct saving
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sageâs next turn.
Spellcasting. The tower sage casts
                                                
                                            
                                                
                                                     elder sageâs arms depict a plethora of constellations, moons, and suns. When the elder sage dies, the arm tattoos of the elderâs chosen successor magically shift into the patterns of an
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving
                                                
                                            
                                                
                                                     casting a spell of 4th level or higher, it must succeed on a DC 18 Intelligence saving throw, or the spell fails and has no effect.Cloud giants rise in the ordning by amassing valuable and beautiful
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
                                                
                                            
                                                
                                                     a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
                                                
                                            
                                                
                                                    -foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    T4: Hall of Swiveling Statues Lining the west and east walls of this room, six statues depict ghoulish humanoids, their claws outstretched, their mouths agape, and their stony tongues extended. Lying
                                                
                                            
                                                
                                                     in front of that door swivels on its base and swipes a claw at the creature. The creature must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) Slashing damage. As a Utilize action, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the elder sageâs arms depict a
                                                
                                            
                                                
                                                     tower sageâs fingertips in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sageâs next turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     buck up and down violently. When the floor does so, each creature in the room must succeed on a DC 10 Dexterity saving throw or fall prone and take 1 bludgeoning damage from abrasions and contusions
                                                
                                            
                                                
                                                    . Tapestries. The wall hangings, which depict weed-grown rocks and green and golden tan scenes of undersea life, are special, antimagic-treated creations made of green slime and brown mold (see âDungeon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K19. Grand Landing Massive stairs rise to a landing twenty feet wide by forty feet long. Stone arches support a ceiling covered with frescoes twenty feet overhead. The frescoes depict armored knights
                                                
                                            
                                                
                                                     plate springs forward, flailing its arms and wielding its mace. Any creature standing on a pressure plate when its trap triggers must succeed on a DC 14 Dexterity saving throw or take 7 (2d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     leads from the western door to the foot of the hill. A similar path runs eastward and then veers south. Sections of the diorama around the perimeter of the room depict different environments in the
                                                
                                            
                                                
                                                     succeed on a DC 15 Strength saving throw or be pushed 5 feet off the top of the hill and knocked prone. If a creature slips, roll a d4 to see which direction it rolls off the hill. Burning Sands. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Hazard The double doors leading to area 12 are plated in corroded copper engraved to depict a group of wizards peering over a pool of water. The oversized figure of a male wizard at the top of the
                                                
                                            
                                                
                                                     a DC 18 Dexterity saving throw to jump out of the way. On a failure, the creature takes 28 (8d6) bludgeoning damage, or half as much damage on a successful save. The fall of rubble leaves the hallway filled with stone and impassable.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     when placed before a light 6 Glass disks that depict constellations  Starry Form 2nd-level Circle of the Stars feature As a bonus action, you can expend a use of your Wild Shape feature to take on a
                                                
                                            
                                                
                                                     modifier. Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    ) check. Door Hazard The double doors leading to area 12 are plated in corroded copper engraved to depict a group of wizards peering over a pool of water. The oversized figure of a male wizard at the top of
                                                
                                            
                                                
                                                     must make a DC 18 Dexterity saving throw to jump out of the way. On a failure, the creature takes 28 (8d6) bludgeoning damage, or half as much damage on a successful save. The fall of rubble leaves the hallway filled with stone and impassable.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     of a giant who outwitted a celestial being to win a feather imbued with the light of an extinct sun, and another who obtained a fraction of power from the demon lord Orcus. To depict a destiny gambler
                                                
                                            
                                                
                                                    
 22 (+6)
 INT
 19 (+4)
 WIS
 16 (+3)
 CHA
 22 (+6)
 
 Saving Throws Con +12, Int +10, Wis +9, Cha +12
 Skills Deception +18, Insight +9, Perception +9
 Damage Immunities thunder
 Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     elevated, white marble statues arranged in a line depict slender, robed figures facing northward. The engraving on their faces has been worn away by the wind, but pointed ears make the statues
                                                
                                            
                                                
                                                     pillars. Clearing the snow off the lid reveals an engraving of a brazier. You also notice a carving near the top of each pillar; from north to south, these images depict a twig, a pinecone, a flame, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     this effect by succeeding on a DC 15 Charisma saving throw. From inside its extradimensional chamber, a painting looks like a frameless, 5-foot-square open window through which is visible the interior
                                                
                                            
                                                
                                                    . Forest Within this paintingâs extradimensional space, the walls are painted to depict a forest of trees and shrubbery, the floor is covered with a thin layer of dirt, and the ceiling is painted to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     creature enters this cavern, it must make a DC 15 Constitution saving throw. On a success, the creature is immune to the effect of the spores for 24 hours. On a failed save, the creature is poisoned for 1
                                                
                                            
                                                
                                                    , stalagmite, or wall and still has movement left, the creature takes 1d6 bludgeoning damage per 10 feet of remaining movement (rounded down). The creature can repeat the saving throw at the end of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     neglect have all but destroyed wall carvings that depict elves mounted on elk, parading through a forest as the seasons change around them.
 Secret Door. A secret door in the north wall leads to area 26b
                                                
                                            
                                                
                                                     terrain. Whenever the sphere enters a creatureâs space or a creature enters its space while the sphere is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     door at the far end.
 The portraits here depict past deans of Lorehold and are invested with a measure of their spirits. Any visible creature not part of the Lorehold faculty that enters this hall
                                                
                                            
                                                
                                                     portraits, the paintings target them with disconcerting magic. Each creature in the hall that can hear the whispers must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     landscape of the Glass Arboretum. One side of the tower holds the towerâs entrance. The other seven sides are dominated by luminescent, stained-glass windows. These windows depict colorful, ever
                                                
                                            
                                                
                                                     Undead finishes a long rest within the Mothwing Grove, that creature must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by 5. This reduction lasts until ended by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Across from the statues are sconces with upside-down flames burning in them.
 The statues, which merge seamlessly with the ceiling, depict a long-faced human dressed in wizardâs robes and clutching a
                                                
                                            
                                                
                                                     shatter on the floor, becoming useless. Any character underneath the chest can try to catch a falling potion using a free hand, doing so with a successful DC 10 Dexterity saving throw. P6. Upside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     sculpted relief shows a monkey-like creature tearing into a giant serpent. Cuneiform inscriptions are carved above and below the relief. Four masks of painted stone protrude from the walls; they depict
                                                
                                            
                                                
                                                     through a mask in the last hour must succeed on a DC 15 Constitution saving throw or transform into the creature depicted on the last mask they looked through. This curse functions as a polymorph spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Strength checks and Strength saving throws with advantage. If the mummy lord lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a
                                                
                                            
                                                
                                                     of gemstones in its arms. Any character who has an appropriate background or who succeeds on a DC 15 Intelligence (Religion) check confirms that the mural is meant to depict Laduguer. Piled around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     deep underground. Years ago, a thirsty dwarf explorer succumbed to its corrupted waters. A creature that drinks from the fountain or touches its waters must succeed on a DC 11 Constitution saving throw
                                                
                                            
                                                
                                                    : Councilorâs Burial Room The painted walls of this room depict scenes of a throne room where a well-dressed councilor advises monarchs. In the center of the room lies a wooden coffin riddled with bite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -foot-wide path in the center of the hall. Each creature in this area must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage. Those who fail the save by 5 or more are swept along
                                                
                                            
                                                
                                                     overlarge windows, tapestries depict scenes of gallant knights on flying hippogriffs, fighting dragons and jousting with one another among the clouds. High on the walls are the mounted heads of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Constitution saving throw for each niche or urn they search or contract sewer plague (see chapter 8 of the Dungeon Masterâs Guide). Treasure. Amid the rotted remains on each of the six stacked burial
                                                
                                            
                                                
                                                     and most of its trappings ruined by earth and time. The two statues depict the god Phenax; the depictions are slightly disturbing but harmless. The 2-foot-deep standing water here makes the entire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     succeed on a DC 15 Wisdom saving throw. On a failed check, the character is cursed with a particularly intense hatred of demons. A creature cursed in this way takes 5 (1d10) psychic damage if it can
                                                
                                            
                                                
                                                     creature can make a DC 15 Wisdom saving throw, ending the effect on itself on a success. G6. Undead Pit Read the following as the characters enter this area: The path around the chapel has been
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     steps onto a 5-foot-square marked C on the map must make a DC 15 Dexterity saving throw as the floor crumbles and falls away, leaving a gaping hole. On a failed save, the creature falls 20 feet and lands
                                                
                                            
                                                
                                                    , feverishly chanting an infernal hymn. (During a cult gathering, the number of cultists present increases dramatically.) The walls around the statue are covered by large tapestries that depict scenes of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
                                                
                                            
                                                
                                                     away the webs in a 10-foot-square section of the room. The old carvings depict chaos krakens from the Ruinous Sea, but a spyder-fiend recently used demonic ichor to draw wolf heads on all the krakens
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     telescope can see crystalline vines engulfing the planet. Star Maps. The observatory contains forty-two maps of various Wildspace systems. None of them depict Doomspace or Xaryxispace (the two other systems
                                                
                                            
                                                
                                                     destination, use the orrery to get your bearings.â
 As they leave her tower and head back to their ship, she wishes them luck saving their world from annihilation. If Krux and the characters no longer have a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
                                                
                                            
                                                
                                                     Dexterity saving throw, taking 28 (8d6) lightning damage on a failure, or half as much damage on a success. N5. Svirfneblin Settlement If the nycaloth is in area N7, the characters hear a horrid, rasping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     runes on the rod fill the room with acid. All creatures in the room must make a DC 15 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one. Once the
                                                
                                            
                                                
                                                     dark haze; anyone who touches the altar takes 17 (5d6) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. Shadows fill the corners of the room; a light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     first time on a turn or that ends its turn there must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until the end of its next turn. Taffy Puller. Standing against the north
                                                
                                            
                                                
                                                     Strength saving throw or take 9 (2d8) Bludgeoning damage and be altered into a candy creature (see âCandy Creaturesâ). In this state, the creature has a soft, slightly elastic taffy form. C6: Trapped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Lingering in this chamber causes creatures to feel drowsy. A creature that ends its turn in this chamber must succeed on a DC 13 Constitution saving throw or have the unconscious condition for 1 minute. If
                                                
                                            
                                                
                                                     the saving throw fails by 5 or more, the creature is unconscious for 1 hour instead. The creature wakes up if it takes damage or if another creature uses an action to wake it. Sleeping Ghost. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     description in the Playerâs Handbook). The march lasts 14 hours. Party members can weather the first 8 hours. At the end of every hour after that, each must make a Constitution saving throw. The DC is
                                                
                                            
                                                
                                                     10 plus 1 for each additional hour that passes (DC 11 at the end of the ninth hour, DC 12 at the end of the tenth hour, and so on). On a failed saving throw, a character gains one level of exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     depicts Sythian Skalderangâs parents, Vexxis and Alyrria. The smaller portraits in the room were painted by Joster and depict Sythianâs students, past and present. C2: Kitchen and Pantry A large pot
                                                
                                            
                                                
                                                     spell (save DC 14). On a successful saving throw, the creature resists the spell. On a failed saving throw, the creature is compelled to leave the room empty-handed and not return for 8 hours (the
                                                
                                            
                                        






