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                        Returning 35 results for 'descent saving'.
                    
                
                        
                            
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                                        docent saving
                                    
                                
                                    
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                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollDamageType":"force"} force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Craneâs next turn.
Whip
                                                
                                            
                                                
                                                     the missile if itâs small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.Steel
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression
                                                
                                            
                                                
                                                     creatures it can see within 30 feet of it. Each target that can hear the dollâs cackling must make a DC 11 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     sphere. Each creature within that area must succeed on a DC 14 Dexterity saving throw or be covered in the sludge for 1 minute. While covered in the sludge, a creatureâs speed is halved. A
                                                
                                            
                                                
                                                     its speed. The draconian can enter creaturesâ spaces during this move. During this movement, when the draconian enters a creatureâs space, the creature must make a DC 14 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Dexterity saving throw to stay on the platform. (A creature that intentionally jumps down the chute takes half damage from the descent and has advantage on this saving throw.) If the saving throw fails, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     Dexterity saving throw to stay on the platform. (A creature that intentionally jumps down the chute takes half damage from the descent and has advantage on this saving throw.) If the saving throw fails, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    ., climb 30 ft.
   STR
  11 (+0) 
  DEX
  14 (+2) 
  CON
  11 (+0) 
  INT
  10 (+0) 
  WIS
  14 (+2) 
  CHA
  12 (+1)
Saving Throws Dex +4, Con +2
 Skills Perception +4, Survival
                                                
                                            
                                                
                                                     + 2) piercing damage.
 Reactions
 Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fallâs damage to 0, provided it isnât wearing heavy armor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     must then attempt a Dexterity saving throw or fall off the ice platform; see area 16 for more information. A creature that jumps into the chute on purpose takes half damage from the descent and has advantage on the saving throw to stay on the ice platform.
                                                
                                            
                                                
                                                     portion of the wall crumbles, and any creature on the walkway must attempt a DC 17 Dexterity saving throw. On a failed save, the creature is pushed off the walkway into the chute. The chute drops 60
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     must then attempt a Dexterity saving throw or fall off the ice platform; see area 16 for more information. A creature that jumps into the chute on purpose takes half damage from the descent and has advantage on the saving throw to stay on the ice platform.
                                                
                                            
                                                
                                                     portion of the wall crumbles, and any creature on the walkway must attempt a DC 17 Dexterity saving throw. On a failed save, the creature is pushed off the walkway into the chute. The chute drops 60
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    ) 
  CON
  13 (+1) 
  INT
  10 (+0) 
  WIS
  13 (+1) 
  CHA
  12 (+1)
Saving Throws Dex +5, Con +3
 Skills Perception +3, Stealth +5, Survival +5
 Senses passive Perception 13
                                                
                                            
                                                
                                                    ) piercing damage.
 Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
 Reactions
 Safe Descent. When it would take damage from a fall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    
  17 (+3) 
  CON
  13 (+1) 
  INT
  13 (+1) 
  WIS
  17 (+3) 
  CHA
  14 (+2)
Saving Throws Con +3, Wis +5
 Skills Athletics +2, Perception +5, Stealth +5, Survival +5
 Senses
                                                
                                            
                                                
                                                     the Disengage or Hide action.
 Reactions
 Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fallâs damage to 0, provided it isnât wearing heavy armor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ) 
 
  DEX 
  18 (+4) 
 
  CON 
  18 (+4) 
 
  INT 
  13 (+1) 
 
  WIS 
  17 (+3) 
 
  CHA 
  14 (+2)
Saving Throws Dex +7, Int +4
 Skills Acrobatics +7, Deception +5, Perception +6
                                                
                                            
                                                
                                                    : 8 (1d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Craneâs next turn.
 Whip. Melee Weapon Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes
                                                
                                            
                                                
                                                    )
 
  WIS
  10 (+0)
 
  CHA
  7 (â2)
Saving Throws Int +2, Wis +2, Cha +0
 Damage Immunities poison
 Condition Immunities paralyzed, petrified, poisoned
 Senses darkvision 30 ft., passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     a DC 15 Constitution saving throw or take 5 (1d10) poison damage and 5 (1d10) acid damage. While any affected creature remains in the tunnel, it must repeat the saving throw at the start of each of
                                                
                                            
                                                
                                                     the tunnel for traps spots the raised stone block with a successful DC 16 Wisdom (Perception) check. The weight of the block makes it impossible to hinder its descent. Any character who examines the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Nihiloor, a mind flayer in Xanatharâs employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to
                                                
                                            
                                                
                                                    )
 
  CHA
 15(+2)
Saving Throws Str +9, Con +6
 Skills Athletics +9, Survival +6
 Senses darkvision 60 ft., passive Perception 12
 Languages Common, Deep Speech, telepathy 60 ft.
 Challenge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
                                                    
                                                
                                            
                                                     support its hulking body in true flight, and they only minimally help to slow a falling traagâs descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its
                                                
                                            
                                                
                                                     (natural armor)
 Hit Points 68 (8d10 + 24)
 Speed 40 ft.
   STR
  21 (+5) 
 
  DEX
  10 (+0) 
 
  CON
  17 (+3) 
 
  INT
  6 (â2) 
 
  WIS
  8 (â1) 
 
  CHA
  9 (â1)
Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Muiral Muiral was an accomplished human warrior who long served as Halasterâs bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
                                                
                                            
                                                
                                                    )
 
  WIS
 13(+1)
 
  CHA
 18(+4)
Saving Throws Con +8, Int +9
 Skills Arcana +9, Athletics +9, Perception +6, Stealth +5
 Senses darkvision 120 ft., passive Perception 16
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty
                                                
                                            
                                                
                                                     starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty
                                                
                                            
                                                
                                                     starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as
                                                
                                            
                                                
                                                     turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . Descent into Madness. Achieving revenge against its target doesnât end a slithering trackerâs existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend
                                                
                                            
                                                
                                                     smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw must then succeed on a DC 10 Dexterity
                                                
                                            
                                                
                                                     saving throw or slip from the chain or post and fall. Any character within reach of a falling creature can, with a successful DC 10 Strength (Athletics) check, grab the falling creature and swing it back
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     machine rules found in Baldurâs Gate: Descent into Avernus. Driving. The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate
                                                
                                            
                                                
                                                    ; AC 19; a damage threshold of 10; 200 hit points; immunity to fire, poison, and psychic damage; and a +4 bonus to Strength and Dexterity saving throws. Weapon Stations. The Venatrix is equipped with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     of the door when this happens, the door wraps its tongue around the character and swallows the character whole. No attack roll or saving throw is required. A character âdevouredâ in this manner is
                                                
                                            
                                                
                                                     on the steps can lower the cage 20 feet to the lake bed, allowing characters in the cage to easily harvest 2d6 phosphorescent crabs from the muck. The creaking descent of the cage draws the attention
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     broke in half during its descent, its bow section gone missing but its stern plunged backward into the seafloor like a spike.
 The sandy bed around the wreckage is scattered with partially buried
                                                
                                            
                                                
                                                     the area, it must make a DC 16 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The creature must also make a DC 16 Charisma saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     heroes â perhaps they were once thought of as gods â who established the minotaursâ place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most
                                                
                                            
                                                
                                                     to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     instead of a Dexterity saving throw, provided the creature doesnât have the prone condition, with the aim of slowing the ceilingâs descent for the betterment of others. The creature making the Strength
                                                
                                            
                                                
                                                     the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    . If the character tries to catch the wheel before it hits the deck, ask the player to make a DC 10 Dexterity saving throw. On a successful save, the character catches the wheel. On a failed save, the
                                                
                                            
                                                
                                                     character must succeed on a DC 11 Constitution saving throw or take 3 (1d6) poison damage. Once the trap is triggered, it does not trigger again unless a character resets it. (If the characters figure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     track. A stout, lever-operated brake controls its descent. Carts can be shunted onto the side passages if the tracks are switched using a crowbar (one is stashed near each siding). When characters arrive
                                                
                                            
                                                
                                                     before the cart hits takes half damage, based on how far the cart descended before they jumped, but each creature must also succeed on a DC 10 Dexterity saving throw or tumble over the edge of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     detect the stench of rotten flesh from the north. If the top chest is opened, it sprays poisoned darts in all directions. Each creature within 10 feet of the chest must make a DC 15 Dexterity saving
                                                
                                            
                                                
                                                     appendix B) and his descent into evil Answered Incorrectly. If the characters answer the riddle incorrectly, Senenura attacks and fights ferociously to the death. Trough. The circular opening at the base of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , read the following to set the scene: The cityâs descent into Avernus has taken its toll on this once beautiful chapel. Nearly all the stained glass windows along the outside walls have been smashed, and
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     arrive.  T6. Watery Descent A wide flight of slippery stairs stands at the end of this antechamber, leading down into a pool of slimy, murky water. The shape above the stairs is a rotting sharkâs
                                                
                                            
                                                
                                                     altar in this evil place. The cult routinely kidnaps beggars, vagrants, and lost children and sacrifices them to the dark god, saving their heads and affixing them to the shark. Eventually, the carcass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     stairs has the word âHAVENâ and a crude picture of a quill scratched into it, left by Machil before he made his descent. A narrow spiral staircase descends fifty feet from the ruins on the surface. A
                                                
                                            
                                                
                                                     perilous, and each creature doing so must make a DC 14 Dexterity saving throw. On a failed save, a creature either tumbles down the stairs before being able to stop itself or pitches over the edge and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     sunlight (such as vampires) have disadvantage on all ability checks, attack rolls, and saving throws while inside this crypt. Treasure. Draped around the neck of the skeleton is a sun-shaped holy
                                                
                                            
                                                
                                                     14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Crypt 13 King Katsky (Katsky the Bright): Ruler, inventor, and self-proclaimed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     an Intelligence check, Wisdom check, Intelligence saving throw, or Wisdom saving throw, you can roll a d8 and add the number rolled to the ability check or saving throw. You regain the ability to
                                                
                                            
                                                
                                                     wires vibrate and whine under the otherworldly strain. If any of the wires are touched, one snaps with a discordant noise. Each creature in this room must make a DC 18 Wisdom saving throw, taking 27
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , affording an unobstructed view of area U2 as the characters complete their descent. Wall of Stone. When the countdown timer reaches zero, a wall of stone magically appears on the stairs at the point marked
                                                
                                            
                                                
                                                     Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any creature in the line must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
                                                
                                            
                                        






