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                        Returning 35 results for 'disk saving'.
                    
                
                        
                            
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                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     fighting the mechachimera notes that each of its heads features a slot from which a charged disk protrudes slightly. A character within 5 feet of the construct who succeeds on a DC 10 Dexterity (Sleight of
                                                
                                            
                                                
                                                     Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic
                                                
                                            
                                                
                                                    ":"1d6","rollType":"recharge","rollAction":"Slow"}. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    âgears, plates, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Paralysis Gas"}. The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws
                                                
                                            
                                                
                                                     following wizard spells prepared:
Cantrips (at will): dancing lights, friends, mending, prestidigitation
1st level (4 slots): comprehend languages, detect magic, Tenser's floating disk
2nd level (3 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Lightning Eruption","rollDamageType":"lightning
                                                
                                            
                                                
                                                    , dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant
1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     see within 10 feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Mind Blast
                                                
                                            
                                                
                                                     brains to cast the spell, as indicated:
1/day each: arms of Hadar (1 brain), detect magic (2 brains), magic missile (3 brains), Tenser's floating disk (4 brains), darkness (5 brains), hold person (6
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} Ă
                                                
                                            
                                                
                                                    ; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the targetâs saving throw is successful or
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8);{"diceNotation
                                                
                                            
                                                
                                                     the spellcasting ability (spell save DC 13):
1/day each: protection from evil and good, Tenser's floating disk, unseen servantAmethyst dragons, the mightiest of the gem dragons, study and
                                                
                                            
                                        
                                                    Arcanaloth
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     will: alter self, darkness, heat metal, invisibility (self only), magic missile
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons
                                                
                                            
                                                
                                                    , prestidigitation
1st level (4 slots): detect magic, identify, shield, Tenser's floating disk
2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
3rd level (3 slots
                                                
                                            
                                        
                                                    Arcanaloth (summoner variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     will: alter self, darkness, heat metal, invisibility (self only), magic missile
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons
                                                
                                            
                                                
                                                    , prestidigitation
1st level (4 slots): detect magic, identify, shield, Tenser's floating disk
2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
3rd level (3 slots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     on a successful one. Creatures in direct contact with the iron ring or the disk, as well as creatures clad in metal armor, have disadvantage on the saving throw.
                                                
                                            
                                                
                                                     parallel to the floor 20 feet below. Nested inside this ring is a circular iron disk of slightly smaller diameter with a symbol of the sun embossed on one side and a symbol of the moon on the opposite side
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     throw take half damage. In addition, a creature that is on a disk or holding onto a chain when a geyser erupts must succeed on a Strength saving throw (see the table for DCs) or be knocked off and
                                                
                                            
                                                
                                                    . The disks are about 4 feet in diameter and 3 feet apart. Each disk is attached to its chain by a giant staple fixed in its center. The disks swing freely and will tilt when weight is placed upon them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     bisects the spherical demiplane, forming a disk-shaped floor. Gravity pulls creatures toward this floor, while the shimmering hemisphere of the crystal shell is visible above. Interior Walls. The
                                                
                                            
                                                
                                                     demiplaneâs interior walls are made of dense thornbushes. These walls have Immunity to all damage. Any creature that is pushed against the thornbushes must succeed on a DC 10 Dexterity saving throw or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
   STR
  19 (+4) 
 
  DEX
  10 (+0) 
 
  CON
  17 (+3) 
 
  INT
  16 (+3) 
 
  WIS
  13 (+1) 
 
  CHA
  17 (+3)
Saving Throws Dex +2, Con +5, Wis +3, Cha +5
 Skills Arcana +7
                                                
                                            
                                                
                                                     a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8) force damage, and its speed becomes 0 until the start of the dragonâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ft., fly 60 ft.
   STR
  17 (+3) 
 
  DEX
  14 (+2) 
 
  CON
  16 (+3) 
 
  INT
  14 (+2) 
 
  WIS
  13 (+1) 
 
  CHA
  14 (+2)
Saving Throws Dex +4, Con +5, Wis +3, Cha +4
 Skills
                                                
                                            
                                                
                                                    -foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 22 (4d10) thunder damage and is incapacitated until the end of its next turn. On
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , an engraved stone disk is set into the floor of an alcove. A ten-foot-wide opening in the east wall leads to a flooded cave.
 Circumstances determine this roomâs occupants: During the day, Ras Nsi
                                                
                                            
                                                
                                                     feet. He speaks Abyssal, Common, and Draconic. He has advantage on saving throws against spells and other magical effects. He has the Innate Spellcasting trait described below. Innate Spellcasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    37. Winds of Pandemonium Two balconies face each other over a vast pit. Between the balconies hover five wooden platforms, each one a disk ten feet across. A single torch burns above each balcony. On
                                                
                                            
                                                
                                                    , 15 feet below the ceiling and 60 feet above the pit floor. A detect magic spell or similar magic reveals auras of abjuration and transmutation around each platform. Each disk is wide enough that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     behind an 8-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like rays of the sun. The disk can be removed to
                                                
                                            
                                                
                                                     make death saving throws, and it can be revived and repaired using healing magic. If it has 0 hit points after being struck by a disintegrate spell or similar magic, the golem is obliterated, but the sapphire is left behind.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
                                                
                                            
                                                
                                                    â the altar and immediately falls, shattering on the ceiling-turned-floor unless someone within reach catches it. Catching the falling flask requires a successful DC 10 Dexterity saving throw. If more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     charged disk that powers the creature, as well as a platinum rod. The disks are of use to the characters as they explore the super-secret basement, and the rods can be claimed as treasure, as noted
                                                
                                            
                                                
                                                     feet of it: +3 to hit; 3 (1d4 + 1) slashing damage, and the target must succeed on a DC 11 Strength saving throw or be knocked prone. The buzz saw makes no distinction between the monodrones and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    )
Saving Throws Wis +2
 Skills Arcana +4, History +4, Investigation +4, Religion +4
 Senses passive Perception 10
 Languages Common, Draconic
 Proficiency Bonus +2
 Bonus Proficiencies. Andir is
                                                
                                            
                                                
                                                     another 1st-level spell: Tenserâs floating disk. 4th 27 (5d8 + 5) Ability Score Improvement. Andirâs Intelligence score increases by 2, raising the modifier by 1, so increase the following numbers by 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     ft.
   STR
  17 (+3)
 
  DEX
  12 (+1)
 
  CON
  14 (+2)
 
  INT
  20 (+5)
 
  WIS
  16 (+3)
 
  CHA
  17 (+3)
Saving Throws Dex +5, Int +9, Wis +7, Cha +7
 Skills Arcana +13
                                                
                                            
                                                
                                                    
 Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
 Magic Weapons. The arcanalothâs weapon attacks are magical.
 Spellcasting. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                     feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8) psychic damage and is incapacitated until the end of its next turn. On a successful save
                                                
                                            
                                                
                                                     missile (3 brains), Tenserâs floating disk (4 brains), darkness (5 brains), hold person (6 brains), invisibility (7 brains), spider climb (8 brains), fear (9 brains), hypnotic pattern (10 brains), major image (11 brains), stinking cloud (12 brains)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , for example â Aremag impatiently blows a blast of steam breath above the ship and slaps the hull with its tail, causing everyone not below deck to make a successful DC 15 Strength or Dexterity saving
                                                
                                            
                                                
                                                     until the sea calms down. Characters can watch the enormous disk of its shell swimming down into the clear water of the bay until it disappears in the lightless depths.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 (8d6) lightning damage on a
                                                
                                            
                                                
                                                     attacks):
 At will: light, mage hand, mending, prestidigitation
 3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenserâs floating disk, unseen servant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , Any Alignment
 Armor Class 18 (plate)
 Hit Points 172 (15d12 + 75)
 Speed 40 ft.
  STR
 27 (+8)
 DEX
 14 (+2)
 CON
 20 (+5)
 INT
 18 (+4)
 WIS
 16 (+3)
 CHA
 16 (+3)
 
 Saving
                                                
                                            
                                                
                                                     equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     cone of the cauldron must make a DC 12 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. North Balcony and Teleporter Ras Nsi and Fenthaza
                                                
                                            
                                                
                                                     originating from the room below. Set into the back wall is an alcove with an engraved stone disk on the floor â one of Ras Nsiâs magic teleporters (see âTeleportersâ). Portcullis A portcullis seals the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    M14. Orrery of Tragedies This cylindrical chamber houses a whirring contraption bolted to a revolving metal disk that serves as its base. Metal spheres and sickles are attached to the ends of long
                                                
                                            
                                                
                                                     touches any part of the lightning rod, enters the contraptionâs space for the first time on a turn, or starts its turn in the contraptionâs space must make a DC 15 Dexterity saving throw, taking 44
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     sinks into the floor, creating an open passage to the tomb (area 35B). The âmedallionâ worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
                                                
                                            
                                                
                                                    , its mouth agape. Lodged behind this disk is a clay dial etched with eight hieroglyphs. One hieroglyph (a vulture) is visible through a hole that forms the devilâs gaping mouth, but the dial is locked
                                                
                                            
                                        
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     is a badly burned wizardâs spellbook that still contains the following spells: comprehend languages, crown of madness, darkvision, gaseous form, ray of sickness, remove curse, Tenserâs floating disk, and unseen servant.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
                                                
                                            
                                                
                                                     in the region gains advantage on saving throws for the next 24 hours. 25â30 One character in the region is suffused with celestial power. For 1 minute, the characterâs melee attacks deal an extra 2d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    )
 
  WIS
 10 (+0)
 
  CHA
 9 (â1)
Saving Throws Int +6, Wis +3
 Skills Arcana +6, History +6
 Damage Resistances cold (granted by staff of frost), fire
 Senses darkvision 60 ft., passive
                                                
                                            
                                                
                                                     a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     buried in a pit full of these husks canât breathe or see. Trapped Platforms. Whenever a creature steps onto a platform, it must succeed on a DC 10 Constitution saving throw or be engulfed by a swarm
                                                
                                            
                                                
                                                     of biting, stinging insects that emerge from the demonic faces. The creature takes 5 (2d4) piercing damage and 5 (2d4) poison damage, and must succeed on a DC 15 Dexterity saving throw or fall off the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
                                                
                                            
                                                
                                                     this choice each time you hit with those attacks. Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws. JOHN GRELLO  A Druid in wolf form howls at the moon Level 10
                                                
                                            
                                        






