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Returning 35 results for 'located save'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
, Neutral Evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
Mod
Save
STR
16
+3
+3
DEX
16
+3
+3
Magic Items
Mythic Odysseys of Theros
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover
there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
GOD
SPELL
Monsters
Mordenkainen Presents: Monsters of the Multiverse
make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Stunning Roar", "rollDamageType":"thunder"} thunder
successful save, a creature takes half as much damage and isn’t stunned.A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
Magic Items
Waterdeep: Dragon Heist
provides is often cryptic or vague.
The aboleth knows where Lord Neverember’s secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named
Aurinax inhabits the vault and guards its treasures.
Failed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the dwarf’s eyes open and emit light. Each creature within 10 feet of the arch must make a DC 16 Dexterity saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a
creature that passes through the gate appears in area 34b on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Helm of the Gods Wondrous item, rare (requires attunement) While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located
the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to visit the storm giant stronghold. Characters who teleport to Maelstrom using the conch appear atop the magical glyph in area 2. Characters can also reach Maelstrom by ship. Maelstrom is located on
(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->Waterdeep: Dungeon of the Mad Mage
12, in the closest unoccupied space next to the identical gate located there. 34b. Arch Gate to Level 8 This room is empty except for an arch embedded in the northeast wall. This arch is one of
(4d10) radiant damage on a failed save, or half as much damage on a successful one. Characters must be 10th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Clock Is Ticking The Sage’s Quill is a quiet, plush tavern that caters to the city’s academics and intellectuals. It is located next to the Varkenbluff Museum of Natural History, less than a mile
. Now I’ve been fired, the Murkmire Stone display at the museum opens tomorrow, and the egg is about to hatch.
“You’ve got to steal the Murkmire Stone and bring it back so I can save the city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unoccupied space next to the gate located there. 11b. Trollwarp Cavern Stalagmites. This 20-foot-high cave contains ten stalagmites that been twisted by Halaster’s magic so that each bears a passing
exploding stalagmite must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If the characters linger here, a magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures between the statue and the gate (save DC 19). A detect magic spell reveals auras of abjuration magic and evocation magic around the statue. It melds seamlessly with its base and the floor, as
through the gate appears in area 39b on level 14, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the sphere is located in the Astral Sea, the characters must reach it, probably using teleportation magic or a spelljamming vessel. Adventure Hooks Certain powerful organizations know the Donjon
one of the characters recently drew the Donjon card from a Deck of Many Things, Hilarion offers to transport the party to the sphere to save their friend—and, hopefully, the missing knights.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
particular hexton modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was
damage.
Stunning Roar (Recharge 5–6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
fireball spell (save DC 22) when a creature lands on the pit floor. The fireball is created using a 7th-level spell slot, engulfs all creatures in the pit, and deals 42 (12d6) fire damage on a failed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until
saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the characters find the Sword of Zariel, but it knows where Bel’s nine adamantine rods are located. The sibriex uses its telepathy to contact the first party member who comes within 120 feet of it
other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Staff Area A tangled wall of thorns surrounds a cluster of wagons lit by lanterns. This caravan is barely visible through the thicket.
The carnival’s wagons are located behind the Big Top
wall on a turn or ends its turn there, it must make a DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage on a failed save, or half as much damage on a successful one. Whenever a creature ends
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Powerful illusion magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes unable
for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 46. Hook Horror Nest The turf
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
territory in which these ruins are located. Finally, a crystal sphere, cracked in the catastrophe, has rolled into the shadow of some nearby rubble. It is made of polished quartz, 3 inches in diameter
any space along the slope causes further collapse—each climber must succeed on a DC 13 Dexterity saving throw or be buffeted by dirt and rubble, taking 7 (3d4) bludgeoning damage. If the save fails by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventures are presented in chapter 6. “Into the Wilderness” describes several encounters located near town. “Lance Rock” describes an adventure site near the distinctive landmark a few miles outside of
. If confronted, the cult spies deny involvement in any wrongdoing and try to bluff their way out of trouble. A spy caught red-handed weeps and begs for mercy. Some might claim to have been under a spell, hoping to gain sympathy. Caught spies reveal only what’s necessary to save their own skins.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
Dexterity saving throw. On a failure, the creature falls, landing in the webs stretched beneath the outpost. On a successful save, a creature grabs hold of the edge and hangs there until it can climb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one of the standing stones is targeted by a maze spell (save DC 22). To open the gate, a creature must escape the labyrinth created by the maze spell. When it returns, the gate opens for 1 minute
passes through the gate appears in area 12a on level 12, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
only way to save the characters’ world is to destroy Xaryxis, the star at the heart of Xaryxispace. If the star dies, the crystal vines on the characters’ world die as well. (True) A member of the
imperial family can destroy Xaryxis by performing a ritual at the Astral Font in the Temple of Light, which is located in the imperial fortress. (False) The imperial fortress will orbit Xaryxis until
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart. Meazel
Medium humanoid (meazel), neutral evil
Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. He has resistance to fire damage. He speaks Common and Draconic. Where’s the Stone
another matter; they roll over on Thrakkus quickly to save their own skins once the dragonborn butcher no longer becomes a factor in their well-being. Either approach yields the following information
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Any creature that touches one of the standing stones is targeted by a maze spell (save DC 22). To open the gate, a
, in the closest unoccupied space next to the identical gate located there. Treasure. Fastened to Tanimar’s cloak is an obsidian scarab engraved with the insignia of House Freth (25 gp). He also
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
18 Dexterity check using thieves’ tools or the key located in the autopsy room (area M2). Inside are a jeweled goblet worth 100 gp, a manifesto of the Heralds of Dust’s philosophies, and a spell
end of the passageway.
Centrally located, this crematorium is a 30-foot-long, 5-foot-wide chamber accessible by Undead workers on both ends. Miniature blowtorches are located in the mouths of stone
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Challenge 11 (7,200 XP)
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with
Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet
material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic, lightning bolt
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside
carrying.
Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of where they’re located relative to each other. When the adventurers engage in combat or any other noisy activity, assume that nearby creatures hear the noise and are alerted to the adventurers
DC 10 Wisdom saving throw. On a successful save, the creature either investigates or lays an ambush; on a failed save, it hides or fortifies its location. When dealing with a group of creatures, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
comes within 20 feet of the wall of ice is targeted by a dominate monster spell (save DC 15). The entity can concentrate on up to ten such spells at once. Any creature that successfully saves against
the spell resists it and can’t be targeted by this effect again. On a failed save, the creature stands perfectly still and does nothing while the alien entity probes its mind for 1 hour. If a creature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. A character can spot the holes with a successful DC 13 Wisdom (Perception) check. Stuffing the
dusty maze. Hidden pressure plates in the floor are located in the positions marked X on the shrine map. If more than 20 pounds of pressure is exerted on a pressure plate, a sharpened axe blade swings






