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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
                                                
                                            
                                                
                                                     makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     no remains. On a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
                                                
                                            
                                                
                                                     target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     lid closes. The lid canât otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     twelve extradimensional cells. A creature that knows the mirrorâs nature makes the save with Advantage, and Constructs succeed on the save automatically.
An extradimensional cell is an infinite
                                                
                                            
                                                
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a
                                                
                                            
                                                
                                                    .
Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, detect
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     substance through which the riffler moves aside like cards to form a tunnel that closes behind the riffler.Multiattack. The riffler makes two Spectral Card attacks.
Spectral Card. Melee or Ranged
                                                
                                            
                                                
                                                     spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both
                                                
                                            
                                                
                                                    , taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
                                                
                                            
                                                
                                                     a random plane opens. The portal closes after 5 minutes.
26â45
2d4 imp;imps and 2d4 quasit;quasits appear.
46â60
1d8 succubus;succubi/incubus;incubi appear.
61â70
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The target must make a DC 22 Wisdom saving throw, taking 49 (9d10);{"diceNotation":"9d10","rollType":"damage","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a
                                                
                                            
                                                
                                                     Belashyrra. One random eye ray of Belashyrraâs shoots from that eye at a target of Belashyrraâs choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
                                                
                                            
                                        
                                                    Beholder
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     on a success.
Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the targetâs speed is halved for 1 minute. In addition, the creature can
                                                
                                            
                                                
                                                    ","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or
                                                
                                            
                                        
                                                    Death Tyrant
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     its turns, ending the effect on itself on a success.
Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the targetâs speed is halved for 1
                                                
                                            
                                                
                                                     Ray","rollType":"damage","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
Telekinetic Ray. If the target is a creature, it must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed
                                                
                                            
                                                
                                                     save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     in the nearest unoccupied space, and the lid closes. The lid canât otherwise be opened.
 Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell
                                                
                                            
                                                
                                                     is cast at level 5 (save DC 17, +9 attack bonus) and doesnât require Concentration, but you otherwise function as the spellâs caster.
 Once the cube summons a creature, the cube canât do so again
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On
                                                
                                            
                                                
                                                     a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed
                                                
                                            
                                                
                                                     save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On
                                                
                                            
                                                
                                                     a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     part of the statue is disturbed, the pit magically snaps shut like a giant mouth and then slowly opens again. Creatures in the pit when it closes are crushed between its rocky walls and must make a DC 17
                                                
                                            
                                                
                                                     Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otilukeâs resilient sphere spell) take no damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
                                                
                                            
                                                
                                                    , the dwarfâs 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    .
  The second 10-foot square along these stairs is warded by magic like that of a glyph of warding spell (save DC 17). If the glyph is triggered, nothing happens until a creature moves onto the
                                                
                                            
                                                
                                                     steam 30 feet long and 10 feet wide. Those in the area must make a DC 15 Constitution saving throw, taking 7 (2d4 + 2) fire damage on a failed save, or half as much damage on a successful one. Thereafter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     that itself functions as a Mist talisman. Life Support. The illithids of Bluetspur toil to save their elder brain through all manner of outlandish scientific and medical means. Among the most bizarre of
                                                
                                            
                                                
                                                    . They then return to the God-Brain, bloated with cerebrospinal fluid to momentarily dull its suffering. Closing the Borders. When the God-Brain closes Bluetspurâs borders, the surface of the domain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                       
   Horned Devil Large Fiend (Devil), Lawful Evil
 AC 18 Initiative +7 (17)
 HP 199 (19d10 + 95)
 Speed 30 ft., Fly 60 ft.
     Ability Score Mod Save 
    Str  22  +6  +10 
  Dex  17  +3  +7 
  Con
                                                
                                            
                                                
                                                      21  +5  +5 
      Ability Score Mod Save 
    Int  12  +1  +1 
  Wis  16  +3  +7 
  Cha  18  +4  +8 
   
 Resistances Cold
 Immunities Fire, Poison; Poisoned
 Senses Darkvision 150 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Hobgoblins Hobgoblin Warrior Medium Fey (Goblinoid), Lawful Evil
 AC 18 Initiative +3 (13)
 HP 11 (2d8 + 2)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  13  +1  +1 
  Dex  12  +1  +1
                                                
                                            
                                                
                                                     
  Con  12  +1  +1 
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  10  +0  +0 
  Cha  9  â1  â1 
   
 Gear Half-Plate Armor, Longbow, Longsword, Shield
 Senses Darkvision 60 ft
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    . Casting an arcane lock spell on the statue closes the eyelids on all the robeâs eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage
                                                
                                            
                                                
                                                     and devouring its brain.
 Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     wearing or carrying, in one of the mirrorâs twelve extradimensional cells. A creature that knows the mirrorâs nature makes the save with Advantage, and Constructs succeed on the save automatically. An
                                                
                                            
                                                
                                                     to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     wearing or carrying, in one of the mirrorâs twelve extradimensional cells. A creature that knows the mirrorâs nature makes the save with Advantage, and Constructs succeed on the save automatically. An
                                                
                                            
                                                
                                                     to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     riffler moves aside like cards to form a tunnel that closes behind the riffler.
 Actions
 Multiattack. The riffler makes two Spectral Card attacks.
 Spectral Card. Melee or Ranged Spell Attack: +6 to
                                                
                                            
                                                
                                                    ). The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) force
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     adamantine keyhole set into the underside of the chestâs lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
                                                
                                            
                                                
                                                     click sounds from within the lid as the clamps around the key release. Any character who climbs inside a chest and closes its lid can turn its golden key with ease. If a chestâs key is turned while the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
                                                
                                            
                                                
                                                     portal to a random plane opens. The portal closes after 5 minutes. 26â45 2d4 imps and 2d4 quasits appear. 46â60 1d8 succubi/incubi appear. 61â70 1d10 barbed devils and 1d10 vrocks appear. 71â80 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     or magically healed. Yongjae Choi  Bearded Devil Medium Fiend (Devil), Lawful Evil
 AC 13 Initiative +2 (12)
 HP 58 (9d8 + 18)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  16  +3  +5
                                                
                                            
                                                
                                                     
  Dex  15  +2  +2 
  Con  15  +2  +4 
      Ability Score Mod Save 
    Int  9  â1  â1 
  Wis  11  +0  +0 
  Cha  14  +2  +4 
   
 Resistances Cold
 Immunities Fire, Poison; Frightened, Poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Bandits Bandit Medium or Small Humanoid, Neutral
 AC 12 Initiative +1 (11)
 HP 11 (2d8 + 2)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  11  +0  +0 
  Dex  12  +1  +1 
  Con  12  +1  +1
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  10  +0  +0 
  Cha  10  +0  +0 
   
 Gear Leather Armor, Light Crossbow, Scimitar
 Senses Passive Perception 10
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
                                                
                                            
                                                
                                                     (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 âJhesiyra Kestellharpâ). The first creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     wearing armor made of metal, taking 22 (4d10) lightning damage on a failed save, or half damage on a successful one. As long as the effect persists, any creature that enters the lightning for the first
                                                
                                            
                                                
                                                     beyond. The iron door leading outside can be safely opened from this side. It magically closes after 1 minute unless held open.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. Activation Rods. Certain locations in the Briny Maze have a pair of
                                                
                                            
                                                
                                                     armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. The linked rods then cause the mindgate to open. The Activation Rods table lists
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the mouth shuts must make a DC 20 Dexterity saving throw. A creature is pushed 5 feet closer to the throat on a failed save. A creature caught between the teeth that succeeds on this saving throw can
                                                
                                            
                                                
                                                     decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
                                                
                                            
                                        






