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                        Returning 35 results for 'detects saving'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     mantrap detects any creatures nearby, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement
                                                
                                            
                                                
                                                     on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    /Day). The carrion stalker releases a burst of larvae in a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned. A
                                                
                                            
                                                
                                                     infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the poisoned condition
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Fraz-Urb’luu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Fraz-Urb’luu has advantage on saving throws against spells and
                                                
                                            
                                                
                                                    "} force damage.
Phantasmal Terror. Fraz-Urb’luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10);{"diceNotation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     restrained by it. A mantrap can engulf only one creature at a time.
 Reactions
 Attractive Pollen (1/Day). When the mantrap detects any creatures nearby, it releases pollen out to a radius of 30 feet
                                                
                                            
                                                
                                                    . Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     a successful DC 15 Dexterity check. An examination of the door accompanied by a successful DC 19 Intelligence (Investigation) check detects the nearly invisible glyph, which is scratched into one of
                                                
                                            
                                                
                                                     the door’s stained glass panes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 19 Dexterity saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Ankheg An ankheg resembles an enormous, many-legged insect that burrows underground while using its tremorsense to detect prey. When it detects movement above, it bursts from the ground and uses its
                                                
                                            
                                                
                                                     no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -square space marked on map 23. A creature that ends its turn in any other space in the hall is struck by lightning from the nearest pillar and must make a DC 15 Dexterity saving throw, taking 22 (4d10
                                                
                                            
                                                
                                                     pattern in the lightning discharges and gains advantage on saving throws made against the pillars. In addition, the character identifies the safe space in the middle of the hall. 6b. Angelic Shield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     pincers and tentacles. When an adult carrion stalker detects movement, it bursts from its corpse-cradle to attack, intent on implanting its young into the living and starting its species’ life cycle anew
                                                
                                            
                                                
                                                     Constitution saving throw or be poisoned. A creature poisoned in this way takes 7 (2d6) poison damage at the start of each of its turns as larvae infest its body. The creature can repeat the saving throw at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     temperature within 30 feet of it is always frigid. When a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a DC 12 Constitution saving throw
                                                
                                            
                                                
                                                     green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    
  26 (+8) 
  WIS
  24 (+7) 
  CHA
  26 (+8)
Saving Throws Dex +8, Con +14, Int +15, Wis +14
 Skills Deception +15, Perception +14, Stealth +8
 Damage Resistances cold, fire, lightning
                                                
                                            
                                                
                                                    
 Languages all, telepathy 120 ft.
 Challenge 23 (50,000 XP) Proficiency Bonus +7
 Legendary Resistance (3/Day). If Fraz-Urb’luu fails a saving throw, he can choose to succeed instead.
 Magic Resistance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     general. If she detects a lie (see below), she never addresses that character again. Toward the end of the audience, each character must make a DC 20 Charisma (Persuasion) check. (To maintain an aura of
                                                
                                            
                                                
                                                     which characters succeed at the saving throw and which fail. The outcome determines what happens to them that night. At the end of the audience, the characters are dismissed. Before being returned to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     general. If she detects a lie (see below), she never addresses that character again. Toward the end of the audience, each character must make a DC 20 Charisma (Persuasion) check. (To maintain an aura of
                                                
                                            
                                                
                                                     note of which characters succeed at the saving throw and which fail. The outcome determines what happens to them that night. At the end of the audience, the characters are dismissed. Before being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     displacer beast is trapped. 6 A green hag from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to
                                                
                                            
                                                
                                                    , 20-foot-high cylinder must succeed on a DC 15 Dexterity saving throw or take 17 (5d6) fire damage. 9 1d3 fire elementals drawn from the Elemental Plane of Fire by Mekkalath’s aura wander the hill. 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     defend the tower, which is also guarded by the adult white dragon Obatala. When it detects intruders, the dragon roars to alert Krull, who emerges from the tower to greet new arrivals. Krull, whose
                                                
                                            
                                                
                                                    )
 
  INT
 12 (+1)
 
  WIS
 20 (+5)
 
  CHA
 12 (+1)
Saving Throws Wis +8, Cha +4
 Skills Arcana +4, Medicine +8, Nature +4, Survival +8
 Senses passive Perception 15
 Languages Aquan
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     within the radius must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature blinded by this effect repeats the Constitution saving throw at the end of each of its turns
                                                
                                            
                                                
                                                     with a dangerous natural gas leak. Any member of the party with a passive Wisdom (Perception) score of 14 or higher detects signs of the gas. The characters’ travel pace for the day is slowed by half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     detects seams in the floor, walls, and ceiling that suggest that the middle section isn’t attached to the rest of the hall. A character who makes a successful DC 15 Intelligence (Investigation) check
                                                
                                            
                                                
                                                     compartment as it rises, and a creature trapped inside must succeed on a DC 15 Constitution saving throw or fall unconscious as though affected by a sleep spell. At the same time the elevator rises, a 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
                                                
                                            
                                                
                                                     on a failed saving throw, or half as much damage on a successful one. Treasure. Spite keeps a tiny jeweled chest inside his rolltop desk. This chest (50 gp) is a replica of a full-sized chest made of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     and deafened conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects. 2 1d4 will-o’-wisps offer to guide the characters to their destination but might
                                                
                                            
                                                
                                                     crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 5 feet of the mold for the first time on a turn or starts its turn there, the creature makes a DC 12 Constitution saving throw, taking 22 (4d10) Cold damage on a failed save or half as much damage
                                                
                                            
                                                
                                                    , and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    -foot-wide, 30-foot line of lightning (but can’t do this again until she finishes a short or long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6 lightning damage
                                                
                                            
                                                
                                                     action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     as these marks persist, the character detects as a fiend when subjected to detect evil and good spells or similar magic. The character gains a new flaw. A character who exhibits behavior inconsistent
                                                
                                            
                                                
                                                     with this flaw has disadvantage on all attack rolls, ability checks, and saving throws until the behavior changes to match the flaw. Voiding a Contract Voiding an infernal contract releases all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     disturb Meltharond’s corpse, the dragon tries to shake them off. Each creature on the dragon’s back when she rises out of the snow must succeed on a DC 22 Dexterity saving throw or fall prone in an
                                                
                                            
                                                
                                                     speak Common and Dwarvish. They have advantage on saving throws against poison and resistance against poison damage. They wield handaxes and light crossbows instead of shortswords and longbows. Here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     but now has only one battered tower near the south road. A wraith—the tormented remnant of a long-dead garrison commander—stands watch. When it detects visitors, the wraith lets out a shriek that
                                                
                                            
                                                
                                                     darkness climbs forty feet in the air, forming an opaque dome around the ruins.
 Any creature in or above the moat when the dome appears must make a DC 13 Dexterity saving throw, taking 22 (5d8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     apron is covered with grisly stains, which grow by the minute as he hacks at a jackal carcass with an oversized cleaver. If Yurl detects intruders, he attacks with his cleaver (which uses the
                                                
                                            
                                                
                                                     Investigation) check. The trap can be disabled by the dispel magic spell. A character who tries to open the chest while the trap is active must make a DC 18 Dexterity saving throw, taking 27 (5d10) lightning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     the attack Having the monster grapple the target on a hit Allowing the monster to knock the target prone on a hit Imposing a condition on the target if the attack hits and the target fails a saving
                                                
                                            
                                                
                                                     throw  Step 12. Save DCs A monster might have an attack or some other trait that requires a target to make a saving throw. The save DCs to resist such effects have a direct bearing on the monster’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the end of the adventure) is here from midnight until 8 a.m. Trapped Trunk. A character who examines the trunk and succeeds on a DC 14 Intelligence (Investigation) check detects a faint glyph on its
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     sleep gas throughout the area. Each time a creature ends its turn in this chamber, the creature must succeed on a DC 10 Constitution saving throw or become poisoned for 5,000 years. While poisoned in
                                                
                                            
                                                
                                                     back on him, he can resist returning to death with a successful DC 10 Wisdom saving throw. When he is whole again, he attacks. Tloques, having gained his power from his allegiance to Zotzilaha, isn’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     landing prone. In addition, the creature must succeed on a DC 14 Dexterity saving throw or be impaled by 1d3 spikes, each of which deals 3 (1d6) piercing damage plus 7 (2d6) poison damage. A character
                                                
                                            
                                                
                                                     who searches the floor for traps and succeeds on a DC 15 Wisdom (Perception) check detects the trap, which can be disabled by placing a strong object such as a pole or crowbar between the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     characters detects the illusion, pretend to use the statistics of a giant shark for the creature, but its attacks always hit and deal 3 (1d6) psychic damage. Even though the illusory shark doesn’t actually
                                                
                                            
                                                
                                                     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->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->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     behind total cover takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage and have the poisoned condition for 1 hour. A character who
                                                
                                            
                                                
                                                     A) has risen from the pool of Brigetta’s blood on the altar. When the impaler detects the characters, it attacks. The impaler hunts them throughout the house until it is destroyed or the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     on the box. This trap can’t be disarmed. Any creature in its area must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful
                                                
                                            
                                                
                                                     that time must make a DC 16 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. A detect magic spell reveals the secret to disabling the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the altar while the hand is opened and succeeds on a DC 15 Wisdom (Perception) check detects a large secret panel in the palm of the hand. The panel opens easily, revealing a concealed staircase
                                                
                                            
                                                
                                                     once, and the d8 can be added to one attack roll, ability check, or saving throw made by the character in the next 24 hours. If the Charisma (Performance) check fails by 5 or more, a screeching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     wooden beams and heavy stones. (The area of the collapse is marked on the map.) Any creature in the area when the trap triggers must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning
                                                
                                            
                                                
                                                     Divide 100 XP equally among the characters if the party detects or survives the trap. 3. Archer Post Cragmaw Castle’s main defenses are its secret location and the appearance of having been abandoned. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     created with the aid of a spell scroll of stone shape. Any creature that touches the statue for the first time on a turn must succeed on a DC 11 Wisdom saving throw or take 3 (1d6) psychic damage. The
                                                
                                            
                                                
                                                     Markos noticing, doing so with a successful DC 14 Dexterity (Stealth) check. On a failed check, Markos detects the theft. Although he no longer needs the book to complete the ritual, Markos won’t give
                                                
                                            
                                        






