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                        Returning 35 results for 'save gold location'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is...
Save
                                                
                                            
                                                
                                                     Modifier
Secondhand (heard of the target)
+5
Firsthand (met the target)
+0
Extensive (know the target well)
−5
You Have the Target’s...
Save Modifier
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.Multiattack
                                                
                                            
                                                
                                                     of the Spider Queen (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Magic of the Spider Queen"}. The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
                                                
                                            
                                                
                                                     failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
                                                
                                            
                                                
                                                     a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Avoidance. If the displacer beast 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 save and half damage if it
                                                
                                            
                                                
                                                     appear to be near its actual location. This trait is suppressed while the displacer beast has the Incapacitated condition.Multiattack. The displacer beast makes one Rend attack and one Tentacle attack
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this
                                                
                                            
                                                
                                                    You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
                                                
                                            
                                                
                                                     height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you
                                                
                                            
                                                
                                                     successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
                                                
                                            
                                                
                                                     image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     (3d10 + 3)
Speed 30 ft., Fly 60 ft.
 
 
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
 
 
Mod
Save
INT
2
&minus
                                                
                                            
                                                
                                                     Lions);Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
                                                
                                            
                                                
                                                     following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Command, Phantom Steed2/Day Each: Destructive Wave (Necrotic), Dispel
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
                                                
                                            
                                                
                                                    .
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
                                                
                                            
                                                
                                                     telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion
                                                
                                            
                                                
                                                     (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     twelve extradimensional cells. A creature that knows the mirror’s 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 can’t be reopened.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
                                                
                                            
                                                
                                                     hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
                                                
                                            
                                                
                                                    Innate Spellcasting. The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: confusion
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Insatiable Greed. The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that
                                                
                                            
                                                
                                                     site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the
                                                
                                            
                                                
                                                     bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse. The bracelet
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
                                                
                                            
                                                
                                                     metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     perfectly among piles of gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also
                                                
                                            
                                                
                                                     produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Honk"}. The goose honks with ear-splitting volume. Each other creature within 30 feet of the goose must make a DC 12 Constitution saving throw. On a failed save, a creature takes 16 (3d10
                                                
                                            
                                                
                                                     successful save, a creature takes half as much damage only. The honk can be heard within 300 feet.Giants keep geese as livestock for eggs and because geese make excellent sentries, protecting the giants
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                    ":"Death Throes", "rollDamageType":"lightning"} lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the
                                                
                                            
                                                
                                                     spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).
The weapon regains 1d4 expended charges daily at dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.These intricately crafted constructs are typically made to reflect the forms of the metallic
                                                
                                            
                                                
                                                     dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 19):
At will: detect magic, detect thoughts
1/day each: fly, geas (as an action), slow, suggestionFrom redoubts near the Spire in the Outlands, aurumachs oversee the
                                                
                                            
                                                
                                                     planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"poison"} poison damage.
Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft
3/day each: cure wounds, spike
                                                
                                            
                                                
                                                     gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     throw, taking 66 (12d10);{"diceNotation":"12d10","rollType":"damage","rollAction":"Platinum Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful
                                                
                                            
                                                
                                                     often accompanied by seven ancient gold dragon;ancient gold dragons who favor disguising themselves as canaries.
In combat, Bahamut’s enemies experience the full force of his justice, while his
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    );{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Moonlight Breath", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.Ancient legends
                                                
                                            
                                                
                                                    , moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can’t be easily quantified—a song sung
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you’re holding it, you can use an action to produce one of the following
                                                
                                            
                                                
                                                     lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb’s base damage is 6d6, and if at the end of your turn the orb hasn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage on a failed save, or half as much damage on a successful one.It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed
                                                
                                            
                                                
                                                     bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, disguise self
1/day each: alter self, fog cloud, silenceUncanny Dodge. The cuprilach halves the damage it takes
                                                
                                            
                                                
                                                     in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.PsychicAssassin’s Agility. The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: detect magic
1/day each: dispel magic, ice stormFerrumachs are the foot soldiers of the rilmani, preserving the
                                                
                                            
                                                
                                                     living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
                                                
                                            
                                        





