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Returning 35 results for 'make stitched with only avoid for for lower'.
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make stitch with only avoid for for lower
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Magic Items
Dungeon Master’s Guide
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Magic Items
Dungeon Master’s Guide
range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Spells
Player’s Handbook
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Magic Items
Dungeon Master’s Guide
its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Spells
Player’s Handbook
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
Spells
Player’s Handbook
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
Monsters
Tomb of Annihilation
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
);{"diceNotation":"2d6","rollType":"damage","rollAction":"Spiked Gauntlets","rollDamageType":"piercing"} piercing damage.A flesh golem is a grisly assortment of humanoid body parts stitched and bolted
Magic Items
Phandelver and Below: The Shattered Obelisk
When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.
This black potion swirls with shimmering flecks of pink and purple.
Monsters
Planescape: Adventures in the Multiverse
on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make
-Draining Vines (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Life-Draining Vines"}. Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12
Magic Items
The Book of Many Things
This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or
Magic Items
Phandelver and Below: The Shattered Obelisk
have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web.
Web Walker. The kakkuu ignores
foot soldiers, but they prefer to avoid more powerful Fiends, who boss them around. Left on their own, kakkuus lurk in ambush and use their webs to snare prey.
Spyder-Fiends
Demonic beasts that
Monsters
Tales from the Yawning Portal
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 13 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
","rollDamageType":"bludgeoning"} bludgeoning damage.A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"roll", "rollAction":"Boulder"}; on a roll of 3 or lower, the giant has no more boulders to throw.Unyielding. In response to failing a saving throw to avoid being moved, having the prone
Magic Items
The Book of Many Things
This intricate grayscale armor was forged in the Shadowfell and is infused with that plane’s gloom.
While you’re wearing this armor, you have advantage on saving throws you make to avoid
Monsters
Baldur’s Gate: Descent into Avernus
calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases
","rollDamageType":"bludgeoning"} bludgeoning damage.A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts
Monsters
Ghosts of Saltmarsh
water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Multiattack. The locathah makes two melee attacks with its spear.
Spear. Melee or Ranged Weapon Attack: +3
","rollDamageType":"piercing"} piercing damage, or 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Monsters
Tomb of Annihilation
Amphibious. The turtle can breathe air and water.
Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is
Magic Items
Fizban's Treasury of Dragons
Ornament (Slumbering);Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Scaled Ornament (Stirring);Stirring (Rare
). You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
Monsters
Planescape: Adventures in the Multiverse
effects.
Planar Form. An Planar Incarnate (Celestial Form);incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double
":"recharge", "rollAction":"Planar Exhalation"}. The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a
Monsters
Vecna: Eve of Ruin
Avoidance. If the star angler is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half
incapacitated condition and must use its movement on its turn to move directly toward the star angler; a charmed target doesn’t avoid opportunity attacks, but it does avoid damaging terrain. A target can be charmed by only one star angler at a time.
Monsters
Tales from the Yawning Portal
without squeezing.
Spider Climb. Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. Tecuziztecatl makes two pseudopod
exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Spit
Magic Items
Strixhaven: A Curriculum of Chaos
or until you use an action to remove it.
The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage
Monsters
Phandelver and Below: The Shattered Obelisk
Special Equipment. Nezznar has a fully charged spider staff (see appendix B).
Fey Ancestry. Nezznar has advantage on saving throws to avoid or end the charmed condition on himself, and magic can
fashion powerful magic items.
The Spider wants Wave Echo Cave for himself, and he’s taking steps to make sure no one else knows where it is.
Monsters
Out of the Abyss
Petrifying Gaze. If a creature starts its turn within 15 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start
Monsters
Tales from the Yawning Portal
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 10 Constitution saving throw if
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start
Monsters
Planescape: Adventures in the Multiverse
effects.
Planar Form. An incarnate on the Upper Planes is a Celestial. An Planar Incarnate (Fiend Form);incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double damage to
", "rollAction":"Planar Exhalation"}. The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a
Monsters
Spelljammer: Adventures in Space
":"Musket","rollDamageType":"piercing"} piercing damage.
Force Grenade. The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a
successful one. After the giff throws the grenade, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Force Grenade"}; on a roll of 4 or lower, the giff has no more grenades to throw.






