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Returning 35 results for 'failed torn'.
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Magic Items
Dungeon Master’s Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Monsters
Eberron: Rising from the Last War
DC 26 Dexterity saving throw, taking 60 (11d10);{"diceNotation":"11d10","rollType":"damage","rollAction":"Incinerating Beam","rollDamageType":"radiant"} radiant damage on a failed save, or half as
Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
“Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
Magic Items
Keys from the Golden Vault
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
Monsters
Storm King's Thunder
":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Dual Wand Wielder. If Klauth is carrying two wands, he can use an action to expend 1
’s as supple as a cat. His body is covered in old, wicked-looking scars where scales have been torn away and never grown back. He brutally attacks other dragons, seeking to slay any wyrm that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
unliving horrors. Chaos ruled the land until the emperor’s youngest daughter, Firuzeh, defeated her siblings and ascended the throne. She inherited a nation stretched to the limit. But across war-torn
territories, people rebuild marble domes and sparkling minarets to raise a new empire that serves its citizens as past rulers failed to do. It is a precarious time, but also one of great opportunity.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
unliving horrors. Chaos ruled the land until the emperor’s youngest daughter, Firuzeh, defeated her siblings and ascended the throne. She inherited a nation stretched to the limit. But across war-torn
territories, people rebuild marble domes and sparkling minarets to raise a new empire that serves its citizens as past rulers failed to do. It is a precarious time, but also one of great opportunity.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
, suddenly turn violent as the party approaches shore. Jagged reefs magically spring up out of the water. The reefs can be avoided in the maneuverable rowboat, but a larger ship would have been torn
apart on the rocks. Flying creatures not sent by Talos must succeed on a DC 15 Strength saving throw at the start of each turn. On a failed save, severe winds drive them into the water. Creatures in the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
, suddenly turn violent as the party approaches shore. Jagged reefs magically spring up out of the water. The reefs can be avoided in the maneuverable rowboat, but a larger ship would have been torn
apart on the rocks. Flying creatures not sent by Talos must succeed on a DC 15 Strength saving throw at the start of each turn. On a failed save, severe winds drive them into the water. Creatures in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
unliving horrors. Chaos ruled the land until the emperor’s youngest daughter, Firuzeh, defeated her siblings and ascended the throne. She inherited a nation stretched to the limit. But across war-torn
territories, people rebuild marble domes and sparkling minarets to raise a new empire that serves its citizens as past rulers failed to do. It is a precarious time, but also one of great opportunity.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
, suddenly turn violent as the party approaches shore. Jagged reefs magically spring up out of the water. The reefs can be avoided in the maneuverable rowboat, but a larger ship would have been torn
apart on the rocks. Flying creatures not sent by Talos must succeed on a DC 15 Strength saving throw at the start of each turn. On a failed save, severe winds drive them into the water. Creatures in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
(10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. There’s no air in the sinkhole, so characters who survive the shipwreck must hold their breath, locate an air pocket
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
(10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. There’s no air in the sinkhole, so characters who survive the shipwreck must hold their breath, locate an air pocket
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
(10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. There’s no air in the sinkhole, so characters who survive the shipwreck must hold their breath, locate an air pocket
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
angel must make a DC 15 Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. Baatral This angel appears to be reaching out as if offering something
make a DC 15 Wisdom saving throw. On a failed save, terrifying nightmares haunt the character’s sleep during his or her next long rest. The character derives no benefits from that rest and, upon waking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
angel must make a DC 15 Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. Baatral This angel appears to be reaching out as if offering something
make a DC 15 Wisdom saving throw. On a failed save, terrifying nightmares haunt the character’s sleep during his or her next long rest. The character derives no benefits from that rest and, upon waking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
angel must make a DC 15 Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. Baatral This angel appears to be reaching out as if offering something
make a DC 15 Wisdom saving throw. On a failed save, terrifying nightmares haunt the character’s sleep during his or her next long rest. The character derives no benefits from that rest and, upon waking
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
course through the lightning. Proficiency with flying vehicles can be used for this check. The check is made with disadvantage if the lookout failed their check, but is made with advantage if the crew
prepare them for the pilot’s commands. This check is made with disadvantage if the pilot failed their check in the previous event. Pilot. Have the pilot attempt two DC 14 Dexterity checks to chart a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
plate) without triggering it. Once spotted, the trap is easily disarmed or avoided (no check required). A failed check indicates that the character accidentally set off the trap, which duplicates the
fight off intruders, Kakarol and his inventors make ranged attacks from the rear. If things look dire, Kakarol throws himself at the characters’ mercy. Treasure Kakarol wears a torn, 6-foot-long
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
plate) without triggering it. Once spotted, the trap is easily disarmed or avoided (no check required). A failed check indicates that the character accidentally set off the trap, which duplicates the
fight off intruders, Kakarol and his inventors make ranged attacks from the rear. If things look dire, Kakarol throws himself at the characters’ mercy. Treasure Kakarol wears a torn, 6-foot-long
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
plate) without triggering it. Once spotted, the trap is easily disarmed or avoided (no check required). A failed check indicates that the character accidentally set off the trap, which duplicates the
fight off intruders, Kakarol and his inventors make ranged attacks from the rear. If things look dire, Kakarol throws himself at the characters’ mercy. Treasure Kakarol wears a torn, 6-foot-long
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
course through the lightning. Proficiency with flying vehicles can be used for this check. The check is made with disadvantage if the lookout failed their check, but is made with advantage if the crew
prepare them for the pilot’s commands. This check is made with disadvantage if the pilot failed their check in the previous event. Pilot. Have the pilot attempt two DC 14 Dexterity checks to chart a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
course through the lightning. Proficiency with flying vehicles can be used for this check. The check is made with disadvantage if the lookout failed their check, but is made with advantage if the crew
prepare them for the pilot’s commands. This check is made with disadvantage if the pilot failed their check in the previous event. Pilot. Have the pilot attempt two DC 14 Dexterity checks to chart a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink
creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. The Book of Vile Darkness remains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches
makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation. A creature attuned
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
his shirt is torn over his chest. A successful DC 10 Intelligence (Investigation) check confirms that a brooch or pin was ripped from that location. If a character thinks to check, the size of the
round metal pin claimed from Hoffman after the fight with the Dran Enterprises strike team matches the size of the torn hole. (If the characters didn’t claim the pin from the strike team and you haven’t
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
his shirt is torn over his chest. A successful DC 10 Intelligence (Investigation) check confirms that a brooch or pin was ripped from that location. If a character thinks to check, the size of the
round metal pin claimed from Hoffman after the fight with the Dran Enterprises strike team matches the size of the torn hole. (If the characters didn’t claim the pin from the strike team and you haven’t
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
his shirt is torn over his chest. A successful DC 10 Intelligence (Investigation) check confirms that a brooch or pin was ripped from that location. If a character thinks to check, the size of the
round metal pin claimed from Hoffman after the fight with the Dran Enterprises strike team matches the size of the torn hole. (If the characters didn’t claim the pin from the strike team and you haven’t
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by the archmage Tenser The Magical Properties of Herbs and Flowers by the archmage Tenser The Metaphysics of Mathematics by the mage Nystul Inside the third volume lies a piece of parchment torn from
creature that hears the message must make a DC 12 Wisdom saving throw. On a failed save, a creature has disadvantage on all ability checks for 1 hour unless it is immune to the frightened condition. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by the archmage Tenser The Magical Properties of Herbs and Flowers by the archmage Tenser The Metaphysics of Mathematics by the mage Nystul Inside the third volume lies a piece of parchment torn from
creature that hears the message must make a DC 12 Wisdom saving throw. On a failed save, a creature has disadvantage on all ability checks for 1 hour unless it is immune to the frightened condition. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by the archmage Tenser The Magical Properties of Herbs and Flowers by the archmage Tenser The Metaphysics of Mathematics by the mage Nystul Inside the third volume lies a piece of parchment torn from
creature that hears the message must make a DC 12 Wisdom saving throw. On a failed save, a creature has disadvantage on all ability checks for 1 hour unless it is immune to the frightened condition. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink
creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. The Book of Vile Darkness remains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink
creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. The Book of Vile Darkness remains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
inner shell, a few bones, destroyed jewelry (the stones pried out), torn bits of robes and windings, dust, and a broken staff of the magi (evident from the runes upon it). A shattered skull will roll
Dungeon Master’s Guide). If the trap is triggered by a failed check, it deals 1 piercing damage and delivers a dose of purple worm poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s