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                        Returning 35 results for 'dripping saving'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Confusion fails by 5
                                                
                                            
                                                
                                                     Confusion.
Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects.
Spider Climb. The alkilith can climb difficult surfaces, such as upside down on
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Foul. Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creatureâs next turn
                                                
                                            
                                                
                                                    .
Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.
Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects
                                                
                                            
                                        
                                                    Graz'zt
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    , telekinesis, teleport
1/day each: dominate monster, greater invisibility
Legendary Resistance (3/Day). If Grazâzt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Graz&rsquo
                                                
                                            
                                                
                                                    ;zt has advantage on saving throws against spells and other magical effects.
Magic Weapons. Grazâztâs weapon attacks are magical.Multiattack. Grazâzt attacks twice with the Wave of
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creatureâs next
                                                
                                            
                                                
                                                     Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.
Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects.
Magic Weapons
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Spray"}. Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
                                                
                                            
                                                
                                                     underground labyrinths. From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes.
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is
                                                
                                            
                                                
                                                     around the targetâs space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Lesser Caverns Features Unless otherwise noted, the lesser caverns have the following features: Ambience. The caverns are damp, humid, and full of life. They echo with the sounds of bats, dripping
                                                
                                            
                                                
                                                     strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley  Map 6.2: Lesser Caverns View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , and the sound around you is strangely muted. The dripping of water makes no echo, as if you stood in open air.
 This place offers many hiding places for characters to lay in ambush. Faerzress
                                                
                                            
                                                
                                                     character must make a DC 14 Wisdom saving throw. On a success, the character feels only a mild discomfort. A character who rolls a natural 20 on the save receives flashes of the future, gaining the benefit of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10
                                                
                                            
                                                
                                                     the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target canât see or hear anything beyond it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     trickles away from the door. There is condensation on the walls, door, and ceiling, some of which drips down on you. A quiet sound of dripping and splashing echoes in the corridor. This door is tightly
                                                
                                            
                                                
                                                     hear anything at all. Opening the door will release a wave of water. Those hit by the water take 2 (1d4) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked down and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
                                                
                                            
                                                
                                                    )
 
  CON
 22(+6)
 
  INT
 6(â2)
 
  WIS
 11(+0)
 
  CHA
 7(â2)
Saving Throws Dex +8, Con +10
 Skills Stealth +8
 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
                                                
                                            
                                                
                                                    ) 
 
  CON
  22 (+6) 
 
  INT
  6 (-2) 
 
  WIS
  11 (+0) 
 
  CHA
  7 (-2)
Saving Throws Dex +8, Con +10
 Skills Stealth +8
 Damage Resistances acid, cold, fire, lightning; bludgeoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , these noxious manipulators appear as ever-shifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists
                                                
                                            
                                                
                                                    , and it gains a new body instantly, reviving with all its Hit Points in the Abyss.
 Magic Resistance. The yochlol has Advantage on saving throws against spells and other magical effects.
 Spider
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                     experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09â10
The nearest creature becomes unstuck in time. It is
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                     a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09â10
The nearest creature becomes unstuck in time. It is affected by
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
                                                
                                            
                                                
                                                     palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09â10
The nearest creature becomes unstuck in time. It is affected by
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                     experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09â10
The nearest creature becomes unstuck in time. It is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle. Gibbering mouthers come into being in various unpleasant ways. Roll on or choose a result from the
                                                
                                            
                                                
                                                    . Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn:
 1â4
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                     experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09â10
The nearest creature becomes unstuck in time. It is affected
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and
                                                
                                            
                                                
                                                     feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09â10
The nearest creature becomes unstuck in time. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Version M1. Main Tunnel The mine is dark and damp, and you hear the sound of dripping water echoing from deep within. The light fades faster than it should as you move deeper, until youâre wrapped in
                                                
                                            
                                                
                                                    , having watched the characters in the village, escalate their psychic torment when the characters enter the mine. Each character who enters the mine must succeed on a DC 14 Wisdom saving throw or have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads â one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. Molydei might
                                                
                                            
                                                
                                                    (+7)
 
  CHA
 24(+7)
Saving Throws Str +16, Con +14, Wis +14, Cha +14
 Skills Perception +21
 Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes. Domenico Cava  Ankhegs are the bane of farmers whose grazing livestock are
                                                
                                            
                                                
                                                     damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13).
 Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Juiblex
 Huge Fiend
                                                
                                            
                                                
                                                    ) 
  WIS
  20 (+5) 
  CHA
  16 (+3)
Saving Throws Dex +7, Con +13, Wis +12
 Skills Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities acid, poison; bludgeoning, piercing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
                                                
                                            
                                                
                                                     20 feet to the guard drakes. Glue Bomb. Each creature within 10 feet of the bombâs target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     dripping water echoes continuously.
 The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
                                                
                                            
                                                
                                                     target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When an avalanche stops, the snow
                                                
                                            
                                                
                                                     due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    10. Caves of the River Coven All the caves in this area are cold and damp, with water dripping from the ceiling to form shallow pools of water everywhere. 10a. Black Pebble Cave This 8-foot-high cave
                                                
                                            
                                                
                                                     within 60 feet of it. Any creature that drinks a pint or more of water from the cauldron must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour per pint consumed. 10f. Gnawed Bones The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    .
 If the figurehead is intact and the characters participated in Rinaldoâs sĂ©ance (see "SĂ©ance"), they see something else as well: Lashed to the figurehead with rope is a scrawny woman who is dripping
                                                
                                            
                                                
                                                     spell or similar magic reveals that itâs a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    . The derro entered the cave through the southeast pool and are dripping wet. Theyâre uninterested in negotiation and ambush any who enter their cavern. A character who examines the room and succeeds
                                                
                                            
                                                
                                                     must make a DC 10 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save or half as much damage on a successful one. Treasure. The overseerâs corpse has a Wand of Magic Detection
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . Splugothâs Bargain When the characters have had a bit of time to adjust to their diminutive state, read: A loud voice calls from above, dripping with disdain. âHello there, members of Acquisitions
                                                
                                            
                                                
                                                     speed of 200 feet. Any damage Onyx would take is reduced to 0 (but see âDealing with Onyxâ below). She has advantage on ability checks and saving throws. Her claws attack uses the following statistics
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     gargoyles, each with mouths and claws dripping blood, stand in alcoves around the chamber.
 Light. Dim, blood-red light radiates from the pillars and fills the area. Blood. Due to the slick blood on
                                                
                                            
                                                
                                                     the floor, a creature that moves across the ground at greater than half its normal speed must succeed on a DC 10 Dexterity saving throw or fall prone. Creatures. The vapor swirling around two of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     succeed on a DC 12 Dexterity saving throw or fall through into the area below. 24. Belfry This open belfry offers a breathtaking view of the open sea and the distant coast. Four stone corner posts support
                                                
                                            
                                                
                                                     succeed on a DC 12 Constitution saving throw or take 18 (4d8) necrotic damage. A failed save likely kills him. Morley fared better and has lost only 1 point of Constitution and Charisma. He must make
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
                                                
                                            
                                                
                                                     Dexterity saving throw, taking 28 (8d6) lightning damage on a failure, or half as much damage on a success. N5. Svirfneblin Settlement If the nycaloth is in area N7, the characters hear a horrid, rasping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Lingering in this chamber causes creatures to feel drowsy. A creature that ends its turn in this chamber must succeed on a DC 13 Constitution saving throw or have the unconscious condition for 1 minute. If
                                                
                                            
                                                
                                                     the saving throw fails by 5 or more, the creature is unconscious for 1 hour instead. The creature wakes up if it takes damage or if another creature uses an action to wake it. Sleeping Ghost. The
                                                
                                            
                                        






