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Returning 27 results for 'doll saving'.
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Monsters
The Wild Beyond the Witchlight
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
is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this dollâs Cackle for 24 hours.
Monsters
Van Richtenâs Guide to Ravenloft
":"damage","rollAction":"Silver Needle","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 12 Charisma saving throw or become cursed for 1 minute. While cursed in this way
spell, it must succeed on a DC 12 Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the targetâs body, and the target is unconscious
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
â6). The doll cackles as it targets one or two 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
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pigâs heart. Any damage to a heart kills it and causes
the dead treeâs roots to magically animate and erupt from the ground. When the constricting roots erupt, each creature standing in the clearing must succeed on a DC 12 Dexterity saving throw or take 5
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hums a haunting tune to herself, peering through a magnifying glass to paint a tiny pair of lips on a half-finished porcelain doll.
Granny Goosefinger, a green hag, makes and sells dolls here. Some
to the characters in cloying terms like âdearieâ or âmy sweets.â Thereâs a calm, collected wickedness behind her smile. Price A character who wishes to buy a doll or a glass object must trade Granny
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the doll is set on fire or torn apart, it is destroyed, and the student it represents must make a DC 14 Constitution saving throw. On a successful save, the student is stunned for 1 minute. On a failed
, mounted to the wall, is a shelf lined with eight dolls. A ninth doll has fallen off the shelf and onto the floor.
In her halfling form, Wormriddle claims to be one of Dweomercoreâs most promising students
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
their desires, a carrionette gets close to an unsuspecting victim. It then uses its needle to swap souls with the victim, stealing the victimâs body while trapping the victimâs soul in its own doll-like
frame. The carrionette then imprisons its old body, keeping the animate doll hidden while it explores the world in its stolen guiseâoften that of the very person who wished the carrionette into being
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that arenât being worn or carried take 3d8 Thunder damage
with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
voices (in Infernal) and spew blood when they are hugged. To enter the contract, the devil and the character making the deal must each hug a doll. When the contract is finalized, the devil keeps one
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws Wis +2, Cha +5
Skills Arcana +2, Deception +5, Investigation +2, Perception +2, Persuasion +5, Stealth +5
Senses passive Perception 12
). Kettlesteam targets one creature she can see within 10 feet of her. The target is engulfed in a cloud of magical, sleep-inducing gas and must succeed on a DC 13 Constitution saving throw or fall
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fruit or make a DC 10 Constitution saving throw, gaining 1 level of exhaustion on a failed save. Magic that ends the charmed condition cures the cravings, which otherwise end after 1 hour. 2 The creature
Characters must give a lock of their hair to buy a fey fruit. The goblin vendors donât specify what they need the hair for, but they give the hair to Granny Goosefinger, the hag who runs the doll shop (see the Antique Dolls section), in exchange for jewelry.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
like someone trapped in a wall. 4 Organizes a packâs contents across the floor. 5 Playfully puppets a corpse or doll. 6 Removes bedding while someone sleeps. 7 Sticks knives or weapons in the ceiling
. or range 30 ft. Hit: 7 (2d4 + 2) Bludgeoning damage.
Telekinetic Thrust. Strength Saving Throw: DC 12, one creature the poltergeist can see within 30 feet. Failure: 9 (2d6 + 2) Force damage, and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
toppled on the floor.
This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibblecheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to
first time on a turn or that ends its turn there must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until the end of its next turn. Taffy Puller. Standing against the north
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Constitution saving throw or be stunned until the end of its next turn. A character disguised as Halaster can make a Charisma (Deception) check contested by the golemâs Wisdom (Insight) check, with
water skin (5 lb.) 61â75 Hunk of moldy cheese (1/4 lb.) 76â90 Stirge meat pie (1 lb.) served piping hot 91â00 Magic Halaster doll (1 lb.) that says something each time it is squeezed Each time an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrobâs junk pile is a sackcloth doll with button eyes and a gold cloth tiara
in a rubble-strewn passageway. Between sobs, she explains that an older goblin stole her princess doll and traded it for a shovel from the âGob Gobbler.â If the characters ask where the toy was taken
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
. It grants any good-aligned creature that carries it a +1 bonus to saving throws. S15g. Mongrelfolk Babies Filthy mongrels cradle screaming young in the debris-strewn corners of this room while several
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, covering the 10-foot-square area between the front doors and the information desk. Creatures in that area are restrained by the net, and those that fail a DC 10 Strength saving throw are also knocked prone
-sized doll is posed in an elaborate silk dress.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Deadly Doll. After hours, the curator enables her officeâs defense
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. Each time a Medium or larger creature moves off this safe trail into the shaded area on the map, it must succeed on a DC 12 Dexterity saving throw or fall 10 feet through the floor, landing in area
strong enough to support significant weight. Falling Through the Floor. Each time a Medium or larger creature moves into the shaded area on the map, it must succeed on a DC 12 Dexterity saving throw or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the towerâs lowest story is Gruk-Gruk, a rag doll the size of a halfling. It has a goblinâs skull for a head. The doll belongs to Yug, the ogre in area B14. The erinyes stole the doll as an act of
loincloth.
A chaotic neutral ogre named Yug occupies this cell. For the past three days, Yug has been confined here for breaking a duergarâs arm in anger over the theft of Gruk-Gruk, a crude rag doll
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disturb Meltharondâs corpse, the dragon tries to shake them off. Each creature on the dragonâs 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->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
tiny halfling doll. Stuffed inside the doll is a pouch that holds five 100 gp pearls. E12. Manshoonâs Quarters No one aside from Manshoon is allowed down here. The alabaster stairs that lead to this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. She has advantage on saving throws against poison and resistance against poison damage. She speaks Common and Dwarvish. Dagdra wears a tabard that is so worn that the bottom half of the image it
furyâ handaxe Strength (Athletics) or Intelligence (History)
Voodoo doll of Omin Dran Intelligence (Arcana or Religion)
Lilâ explorers first medicine kit (any item in the kit inflicts the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
toys lie strewn on the floor, including a chariot big enough for a halfling to ride in and a stuffed, silk-skinned doll as big as a human. Thullen keeps his quarters tidy otherwise. Furnishings
the acid to rain down on intruders in the hallway below. Any creature caught in the acid shower must make a DC 15 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
+3, Insight +5, Perception +5, Religion +4
Senses passive Perception 15
Languages Common, Elvish, Infernal
Challenge 1/8 (25 XP)
Dark Devotion. Thurstwell has advantage on saving throws
one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
V3. Foyer If the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
with their sharp edges. Each creature in the cave makes a DC 15 Dexterity saving throw, taking 21 (6d6) Slashing damage on a failed save or half as much damage on a successful one. This magical
, bronze, copper, and gold dragons (worth 2,500 GP each) by the renowned dragonborn painter Zaemon Vedrak Pearl-studded, clamshell-shaped music box (worth 750 GP) Sending Stones Talking Doll that
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
. Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widowâs peak. Something papery rattles inside the dollâs hollow body. A character who removes the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
enters the room or starts its turn there must succeed on a DC 13 Dexterity saving throw to avoid colliding with a statue. Reduce the DC by 1 for every three dancing statues that have been destroyed. A
creature is magically transformed into an animated, doll-like effigy of itself made of wood. The creatureâs statistics are the same, except that it is a Construct with vulnerability to fire damage, and it






