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Returning 35 results for 'save of repeat danger vine'.
Other Suggestions:
save of repeat dagger vice
some of respect danger view
some of respect danger voice
some of reveal danger view
some of reveal danger voice
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
Monsters
Monster Manual
Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.
Vine Staff. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Vine
Staff"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Vine Staff", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 2 (1d4);{"diceNotation":"1d4
Monsters
Monster Manual
blight can’t make Constricting Vine attacks.
Entangling Plants (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Entangling Plants"}. The blight casts the Entangle spell, using Constitution as the spellcasting ability (spell save DC 12).
Constricting Vine. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Constricting Vine"}, reach 10 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage
Monsters
Monster Manual
a language.Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.
Vine Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
":"to hit", "rollAction":"Vine Lash"}, reach 10 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Vine Lash", "rollDamageType":"Slashing"} Slashing damage.
Thorn Burst
Equipment
Inhaled Poison
A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its
turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
Spells
Player’s Handbook
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
Spells
Player’s Handbook
which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
.
Mod
Save
STR
19
+4
+4
DEX
14
+2
+2
CON
17
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
14
+2
+2
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
Mod
Save
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
.
Mod
Save
STR
18
+4
+4
DEX
10
+0
+0
CON
18
+4
+4
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
5
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
Mod
Save
Magic Items
Dungeon Master’s Guide
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts Suggestion on you (save DC 18; no
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
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
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
Spells
Player’s Handbook
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
Mod
Save
STR
16
+3
+3
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
. (Demon only); Fly 60 ft. (Devil only)
Mod
Save
STR
13
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
INT
10
+0
+0
Monsters
Forgotten Realms: Heroes of Faerûn
. On a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Mechanical Wonders
Mechanical Wonder;Mechanical Wonders have revolutionized life
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
(9)
HP 5 (1d8 + 1)
Speed 30 ft.
Mod
Save
Str
13
+1
+1
Dex
8
-1
-1
Con
13
+1
+1
Mod
Save
Int
3
-4
-4
Magic Items
Forgotten Realms: Adventures in Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
(9)
HP 5 (1d8 + 1)
Speed 30 ft.
Mod
Save
Str
13
+1
+1
Dex
8
-1
-1
Con
13
+1
+1
Mod
Save
Int
3
-4
-4
Spells
Eberron: Forge of the Artificer
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Homunculus Servant
Tiny
Construct, Neutral
AC 13
HP 5 + 5 per spell level (the homunculus has a number of Hit Dice [d4s] equal to the spell's level)
Speed 20 ft., Fly 30 ft.
Mod
Save
STR
4
Magic Items
Forgotten Realms: Adventures in Faerûn
Frightened target ends its turn more than 120 feet away from you, the target can repeat the Wisdom save, ending the condition on itself on a success. A creature that succeeds on the save against this
, taking (4d8) Necrotic;{"diceNotation":"4d8", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage on a failed save or half as much damage on a successful one. A
Monsters
Quests from the Infinite Staircase
terrain.Multiattack. The Gardener makes two Vine attacks and can use Breath of Tranquility if available.
Vine. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"} to hit, reach
10 ft., one target. Hit: 11 (1d12 + 5);{"diceNotation":"1d12+5", "rollType":"damage", "rollAction":"Vine", "rollDamageType":"bludgeoning"} bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8
Monsters
Strixhaven: A Curriculum of Chaos
Burst","rollDamageType":"poison"} poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Deep in the
talisman. When the benefits expire, the talisman crumbles to dust.Briar Vine. Melee Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Briar Vine"} to hit, reach 15 ft., one
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Vine"} to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6", "rollType":"damage", "rollAction":"Crushing
Monsters
Vecna: Eve of Ruin
one Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Poisonous Thorn"} to hit, reach 5 ft. or range 120 ft., one
the start of the dryad’s next turn.
Sapping Vine. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Sapping Vine"} to hit, reach 30 ft., one target. Hit: The
Monsters
Strixhaven: A Curriculum of Chaos
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Wither Burst","rollDamageType":"poison"} poison damage at the start of each of its turns. The target can repeat the save at the end of each of
another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.Briar Vine. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Briar Vine
Monsters
Guildmasters’ Guide to Ravnica
Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:
At will
: druidcraft
3/day each: dispel magic, entangle, plant growth, spike growth
1/day each: moonbeam, grasping vine, wall of thorns
Magic Resistance. The dryad has advantage on saving throws against spells and
Feats
Xanathar's Guide to Everything
). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Monsters
Tomb of Annihilation
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Equipment
poisoned for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success.