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Returning 35 results for 'save clean'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Death Ray", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64
environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas’s foulness. Animals in the area are more aggressive and liable to be diseased
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Clean-Up Crew Dran Enterprises keeps a close watch on Acquisitions Incorporated operations. Whenever an Acq Inc franchise fails, Dran Enterprises swoops in to make a hostile takeover of the assets
then dispatched a crew of hobgoblins to evaluate the area, clean up, and take control of Tresendar Manor as quickly as possible. When the adventurers leave the dungeon for the final time, they see that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Clean-Up Crew Dran Enterprises keeps a close watch on Acquisitions Incorporated operations. Whenever an Acq Inc franchise fails, Dran Enterprises swoops in to make a hostile takeover of the assets
then dispatched a crew of hobgoblins to evaluate the area, clean up, and take control of Tresendar Manor as quickly as possible. When the adventurers leave the dungeon for the final time, they see that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers. Carrion Crawler Large Monstrosity, Unaligned
AC 13
Initiative +1 (11)
HP 51 (6d10 + 18)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 13 +1 +1
Con 16 +3 +3
Ability Score Mod Save
Int 1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers. Carrion Crawler Large Monstrosity, Unaligned
AC 13
Initiative +1 (11)
HP 51 (6d10 + 18)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 13 +1 +1
Con 16 +3 +3
Ability Score Mod Save
Int 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) bludgeoning damage from falling debris on a failed save, or half as much damage on a successful one. W5. Ancient Millstone An ancient millstone lies under a jumble of debris that includes machinery
a successful DC 20 Strength (Athletics) check. This apartment is in good repair and contains the following features: A wood-framed, king-sized bed with clean mattresses stands against one wall. (Next
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) bludgeoning damage from falling debris on a failed save, or half as much damage on a successful one. W5. Ancient Millstone An ancient millstone lies under a jumble of debris that includes machinery
a successful DC 20 Strength (Athletics) check. This apartment is in good repair and contains the following features: A wood-framed, king-sized bed with clean mattresses stands against one wall. (Next
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
). When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
). When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gelatinous Cube Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other
speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
, have each character roll initiative. Effect. On initiative count 20, each character aboard the spinning ship must make a DC 15 Dexterity saving throw. On a failed save, the character takes 7 (2d6
) bludgeoning damage and is knocked prone. On a successful save, the character takes half as much damage and isn’t knocked prone. Countermeasures. Characters can contend with the trap in various ways
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Will Elturel Be Saved? Unless the characters intervene, Elturel is inevitably dragged into the River Styx. The memories of its inhabitants will be wiped clean, and their souls will be made into
devils — fodder for the front lines of the Blood War. The characters have several ways to save the city at its most desperate hour (see “Endgame in Elturel”). To save Elturel without redeeming Zariel, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Will Elturel Be Saved? Unless the characters intervene, Elturel is inevitably dragged into the River Styx. The memories of its inhabitants will be wiped clean, and their souls will be made into
devils — fodder for the front lines of the Blood War. The characters have several ways to save the city at its most desperate hour (see “Endgame in Elturel”). To save Elturel without redeeming Zariel, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gelatinous Cube Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other
speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
, have each character roll initiative. Effect. On initiative count 20, each character aboard the spinning ship must make a DC 15 Dexterity saving throw. On a failed save, the character takes 7 (2d6
) bludgeoning damage and is knocked prone. On a successful save, the character takes half as much damage and isn’t knocked prone. Countermeasures. Characters can contend with the trap in various ways
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any
intelligible way. The creature can, however, identify its friends, follow them, and even protect them. This effect lasts until the character can breathe the clean air above ground under the warm sun
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases
36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any
intelligible way. The creature can, however, identify its friends, follow them, and even protect them. This effect lasts until the character can breathe the clean air above ground under the warm sun
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
vents are highly sought after, as these features create an environment ideally suited to the dragons’ taste. Minions often attend red dragons in their lairs. These servants keep the place swept clean
turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases
36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
vents are highly sought after, as these features create an environment ideally suited to the dragons’ taste. Minions often attend red dragons in their lairs. These servants keep the place swept clean
turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
General Features The work carried out by the sahuagin and their slaves on the fortress interior shows expert craftsmanship. The rock is clean and dressed; all surfaces are smooth, all corners are
all its hit points must use an action to make a DC 13 Intelligence saving throw. On a failed save, the sahuagin’s Blood Frenzy takes over as normal, and the creature either stands its ground or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
DC 15 Dexterity saving throw. If the save succeeds, the creature manages to get out from under the block on the side it was moving toward. If the save fails, the creature takes 55 (10d10) bludgeoning
. The wine cascades down the west tunnel, pouring down the grand staircase (area 7). At dawn the next day, Withers sends tomb dwarves to clean up the room and tunnel, after which the wine cisterns
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
General Features The work carried out by the sahuagin and their slaves on the fortress interior shows expert craftsmanship. The rock is clean and dressed; all surfaces are smooth, all corners are
all its hit points must use an action to make a DC 13 Intelligence saving throw. On a failed save, the sahuagin’s Blood Frenzy takes over as normal, and the creature either stands its ground or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
DC 15 Dexterity saving throw. If the save succeeds, the creature manages to get out from under the block on the side it was moving toward. If the save fails, the creature takes 55 (10d10) bludgeoning
. The wine cascades down the west tunnel, pouring down the grand staircase (area 7). At dawn the next day, Withers sends tomb dwarves to clean up the room and tunnel, after which the wine cisterns
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
steps onto a 5-foot-square marked C on the map must make a DC 15 Dexterity saving throw as the floor crumbles and falls away, leaving a gaping hole. On a failed save, the creature falls 20 feet and lands
like the insubstantial image of a handsome, clean-shaven man of knightly bearing clad in plate armor. These undead attack any living creatures but can’t leave the crypt or approach within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
steps onto a 5-foot-square marked C on the map must make a DC 15 Dexterity saving throw as the floor crumbles and falls away, leaving a gaping hole. On a failed save, the creature falls 20 feet and lands
like the insubstantial image of a handsome, clean-shaven man of knightly bearing clad in plate armor. These undead attack any living creatures but can’t leave the crypt or approach within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
waste of the creatures that dwell here. Pools. Each of the rocky pools in these caverns is 1 foot deep and magically filled with cool, clean water. A pool is difficult terrain. Forest of Illusion
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
waste of the creatures that dwell here. Pools. Each of the rocky pools in these caverns is 1 foot deep and magically filled with cool, clean water. A pool is difficult terrain. Forest of Illusion
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Stone
, the two have likely undergone their wererat transformation at least once. When the decision is made to go to Blingdenstone, the twins might come clean about leaving home because of their curse, or they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Stone
, the two have likely undergone their wererat transformation at least once. When the decision is made to go to Blingdenstone, the twins might come clean about leaving home because of their curse, or they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
components. After using it once, the magister must finish a short or long rest before she can cast the spell again. Wisdom is her spellcasting ability (spell save DC 12). The magister is disinclined to agree
turning over the Stone of Golorr to his Luskanite contact. Now, he plans to use the stone to escape imprisonment and wipe his criminal record clean. If the characters can get close enough to speak with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if
becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
components. After using it once, the magister must finish a short or long rest before she can cast the spell again. Wisdom is her spellcasting ability (spell save DC 12). The magister is disinclined to agree
turning over the Stone of Golorr to his Luskanite contact. Now, he plans to use the stone to escape imprisonment and wipe his criminal record clean. If the characters can get close enough to speak with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
and Humanoid townsfolk go about their business in peaceful harmony, moving between lush gardens and crisply clean shops and homes. Shortly after the characters arrive, a smiling lantern archon (see
otherwise within 100 feet of the gate to Mount Celestia, it must make a DC 10 Wisdom saving throw. On a failed save, the creature has visions of its past wicked deeds and gains 1 level of exhaustion