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Returning 30 results for 'save slope'.
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Spells
Player’s Handbook
other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Hallucinatory Terrain
Legacy
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Spells
Basic Rules (2014)
some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Halaster’s Maw Most of this 30-foot-high cavern is taken up by a gaping pit roughly 50 feet long, 30 feet wide, and 30 feet deep. Its sides slope inward so that the floor of the pit is 30 feet
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 Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within
creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Monsters
Fizban's Treasury of Dragons
and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
Monsters
Fizban's Treasury of Dragons
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each creature in the sphere’s path must make a DC 20 Strength saving throw. On a failed save, a creature
DC 15 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
) check to escape the grapple. Unrestrained characters in the area must save against this effect at the beginning of their turn each round. As the characters are being grappled, a freezing fog fills the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
any space along the slope causes further collapse—each climber must succeed on a DC 13 Dexterity saving throw or be buffeted by dirt and rubble, taking 7 (3d4) bludgeoning damage. If the save fails by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
a token of gratitude. Beyond that, he’s an unreliable coward who will betray anyone to save his own skin. He doesn’t know where the rest of his adventuring party is (see level 2) and doesn’t seem to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Any creature that touches one of the standing stones is targeted by a maze spell (save DC 22). To open the gate, a
carries a spider silk pouch that contains two peridots (500 gp each). 12b. Iron Spider Several tunnels leading to this 30-foot-high cave are festooned with web cables. The south tunnels slope down gently to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Made of Stone Gargoyles and stone golems watch over these caves, and Halaster has left a few other surprises here as well. 8a. Gargoyles and Golems Ceiling. This cavern has walls that slope inward
damage. The tentacles can’t be damaged, and dispel magic has no effect on them. The tentacles disappear when all creatures have left the cavern. If the words “Halaster, save us!” are spoken aloud in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tunnel slope inward as they approach the ten-foot-high ceiling. Patches of mold cling to the walls and floor in the eastern half of the hall. Cut into the floor at the west end of the corridor is a
knocked about the revolving room. The creature must make a DC 15 Dexterity saving throw at the start of each of its turns, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Draconic and Troglodyte. He has an additional trait: Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He knows the
for 1 minute. At the end of this time, unless the poisoned condition is removed, the creature must repeat the saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
have a passive Wisdom (Perception) score of 12 or higher notice the goblin’s movements. Western Passage. This passage is choked with rubble and blocked by steep slopes. Moving up the slope requires 5
between the two escarpments. It strikes at any creature that disturbs it, which includes characters scrambling up the slope. A climbing character with a passive Wisdom (Perception) score of 13 or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
off and falls prone on the ground near the slope. On a failed save, the creature falls 150 feet onto icy rocks with goblin bones scattered among them, taking 52 (15d6) bludgeoning damage from the impact.
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, taking 27 (5d10) radiant damage on a failed save or half as much damage on a successful one. A creature not in its true form has disadvantage on this save; if it fails its save, the creature instantly
saving throw, taking 22 (5d8) fire damage on a failed save or half as much damage on a successful one. Once this trap is triggered, it can’t be triggered again. This vault contains 1,900 gp, ten gems
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
doesn’t note what this is). Finding Dragon’s Blessing will save the emperor. Maintaining secrecy is of the utmost importance, lest the imperial court be thrown into chaos. Any resident of Yongjing or a
becoming a steep slope with metal rungs bolted to the sandstone walls. The passageway ends in an iron grate that requires a successful DC 12 Strength check to push open. If Tulao escaped using this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Towering over the eastern edge of the yard is the volcano’s ash-covered slope, featuring a giant efreeti face carved from the stone and spewing lava from its mouth.
The upper yard is patrolled by a young
fully raise or lower one end of the chain. B10: Efreeti Face Carved into the slope of the volcano is the enormous visage of a scowling efreeti. A stream of lava issues from the efreeti’s open mouth
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
slit, indicating that at one time they had shutters to keep out the elements.
A section of the wall to the southwest has collapsed inward, opening up to the rocky slope of the island’s smaller hill
succeed on a DC 12 Constitution saving throw or take 18 (4d8) necrotic damage. A failed save likely kills him. Morley fared better and has lost only 1 point of Constitution and Charisma. He must make
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DC 10 Wisdom saving throw. On a failed save, the creature’s alignment changes to lawful evil. The change becomes permanent if the creature doesn’t leave the plane within 1d4 days. Otherwise, the
predecessor, Moloch, still lingers somewhere on the sixth layer as an imp, plotting to regain Asmodeus’s favor. Malbolge is a seemingly endless slope, like the sides of an impossibly huge mountain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the mine shaft up-slope from this tunnel to snap across the tunnel mouth. Whoever triggered the trap must succeed on a DC 13 Dexterity throw or take 7 (2d6) bludgeoning damage from the claw. One round
edge and falls. On a successful save, the creature lands prone on the cart track. On a failed save, the creature goes over the edge with the cart and takes damage from the fall, as normal.
11. Urds
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
make a DC 15 Constitution saving throw, taking the indicated damage on a failed save, or half as much damage on a successful one. After the gem formation yields a total of 3d6 gem fragments, it goes
trap in chapter 4. 5: Moon In the center of this roughly rectangular chamber is a deep, silver, bowl-shaped depression. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
save. If any characters keep their composure, Gorguth becomes friendly and willing to chat. If every character fails the save, the chimera laughs and returns to the sky. What Gorguth Knows. Gorguth
its waters. The basin is 4 feet wide and 3 feet deep. The water spilling from the basin streams down the slope toward the lake (area G18). Curative Water. The fountain’s waters are cool, pure
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
downward slope, bringing the characters 20 feet beneath street level. N2: Half-Collapsed Chamber The soft lapping of water echoes through this wide chamber. Wood and stone debris from collapsed
the rubble above. The creature must succeed on a DC 12 Dexterity saving throw to reach the other side of the crawlspace unscathed. On a failed save, the creature takes 7 (3d4) bludgeoning damage from
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
within, there are thousands of inconsequential recipes, old songs, bits of history, journals of long-dead folk, and myriad other pieces of writing of no lasting importance save to the monks of this place
— scramble to and fro along them. The passages are sometimes interrupted by small spiral staircases that provide access to higher and lower levels, and some of the larger walkways slope gently from one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pull open the iron door, the view beyond shows another place — and you are suddenly there, the door disappearing behind you. A grassy slope leads down to the banks of a slow-moving river. A number of
of its turns. On a failed save, the character takes the damage again. A successful saving throw ends the effect.
7 Monkeys and small pets One of the many monkeys on this barge throws a banana