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Returning 35 results for 'save tooth'.
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Monsters
Storm Lord’s Wrath
Keen Hearing and Smell. Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Tooth-N-Claw has advantage on an attack roll against a creature if at
","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Freezing Breath (Recharge 5–6). Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity
Monsters
Ghosts of Saltmarsh
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20
Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tooth Dagger"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Tooth
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
Monsters
Thieves’ Gallery
", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.
Spellcasting. Doric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will
Rebuke", "rollDamageType":"fire"} fire damage on failed save, or half as much damage on a successful one.The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a
Monsters
Spelljammer: Adventures in Space
see within 10 feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Mind Blast
","rollDamageType":"psychic"} psychic damage and is incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and isn’t incapacitated.
Spellcasting (Psionics
Monsters
Planescape: Adventures in the Multiverse
Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for
material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
Monsters
The Book of Many Things
components and using Wisdom as the spellcasting ability (spell save DC 19):
At will: Druidcraft, Pass without Trace
2/day each: Goodberry, Lesser Restoration, Locate Creature, Move Earth, Transport via
cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister.
Euryale has the
magic-items
This tooth is razor sharp and can be wielded as a Dagger. Its “hilt” is wrapped in alligator hide, and the flat of its blade flickers with magenta hex magic in carved glyphs.
You gain a
bonus to attack rolls and damage rolls made with this magic weapon determined by its rarity. While holding the tooth, you can use it as a Spellcasting Focus for your spells, and you can use the
magic-items
This tooth is razor sharp and can be wielded as a Dagger. Its “hilt” is wrapped in alligator hide, and the flat of its blade flickers with magenta hex magic in carved glyphs.
You gain a
bonus to attack rolls and damage rolls made with this magic weapon determined by its rarity. While holding the tooth, you can use it as a Spellcasting Focus for your spells, and you can use the
magic-items
This tooth is razor sharp and can be wielded as a Dagger. Its “hilt” is wrapped in alligator hide, and the flat of its blade flickers with magenta hex magic in carved glyphs. You gain a
bonus to attack rolls and damage rolls made with this magic weapon determined by its rarity. While holding the tooth, you can use it as a Spellcasting Focus for your spells, and you can use the
magic-items
This tooth is razor sharp and can be wielded as a Dagger. Its “hilt” is wrapped in alligator hide, and the flat of its blade flickers with magenta hex magic in carved glyphs.
You gain a
bonus to attack rolls and damage rolls made with this magic weapon determined by its rarity. While holding the tooth, you can use it as a Spellcasting Focus for your spells, and you can use the
monsters
) Psychic damage.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13).
At Will: Blindness
has one of the target’s teeth, the target has Disadvantage on the save. Failure: 21 (6d6) Psychic damage, and the target has the Frightened condition. While Frightened in this way, the target
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a massive crocodile tooth blessed by Semuanya, representing the subchief’s prowess in both battle and piety. Lizardfolk Subchief
Medium humanoid (lizardfolk), neutral
Armor Class 14 (natural
.
Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a massive crocodile tooth blessed by Semuanya, representing the subchief’s prowess in both battle and piety. Lizardfolk Subchief
Medium humanoid (lizardfolk), neutral
Armor Class 14 (natural
.
Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
save Pangil ng Buwan, Nimuel and Lungtian accept their report of the corruption that destroyed the bakunawa, assigns them no blame, and pays them as promised. If Paolo’s band slays the bakunawa and the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
save Pangil ng Buwan, Nimuel and Lungtian accept their report of the corruption that destroyed the bakunawa, assigns them no blame, and pays them as promised. If Paolo’s band slays the bakunawa and the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, guiding
bolt, purify food and drink
2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic
Actions
Tooth Dagger. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Fly 30 ft.
Mod Save
Str 7 −2 −2
Dex 16 +3 +3
Con 9 −1 −1
Mod Save
Int 8 −1 −1
Wis 7 −2 −2
Cha 8 −1 −1
Senses Darkvision
.
Actions
Dragon-Tooth Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Chromatic Spittle. Ranged Attack Roll: +5, range 30 ft. Hit: 6 (1d6 + 3) damage of a type chosen by the kobold: Acid, Cold, Fire, Lightning, or Poison.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Fly 30 ft.
Mod Save
Str 7 −2 −2
Dex 16 +3 +3
Con 9 −1 −1
Mod Save
Int 8 −1 −1
Wis 7 −2 −2
Cha 8 −1 −1
Senses Darkvision
.
Actions
Dragon-Tooth Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Chromatic Spittle. Ranged Attack Roll: +5, range 30 ft. Hit: 6 (1d6 + 3) damage of a type chosen by the kobold: Acid, Cold, Fire, Lightning, or Poison.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, guiding
bolt, purify food and drink
2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic
Actions
Tooth Dagger. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
has taught her to heed her primal instincts, which rarely lead her astray. She can be brusque, but she will fight tooth and nail for a cause she believes in. Doric has joined the Emerald Enclave, a
) bludgeoning damage.
Spellcasting. Doric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: animal messenger, beast sense, speak with animals
2/day
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
has taught her to heed her primal instincts, which rarely lead her astray. She can be brusque, but she will fight tooth and nail for a cause she believes in. Doric has joined the Emerald Enclave, a
) bludgeoning damage.
Spellcasting. Doric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: animal messenger, beast sense, speak with animals
2/day
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hollow furnishings. 3 Leaving behind a signature item, such as a calling card, flower, seashell, or tooth. 4 Posing as celebrities, holy people, or servants. 5 Taking trophies from their victims. 6 Using
poison with a distinctive color or smell. Assassin Medium or Small Humanoid, Neutral
AC 16 Initiative +10 (20)
HP 97 (15d8 + 30)
Speed 30 ft.
Mod Save Str 11 +0 +0 Dex 18 +4 +7 Con 14
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hollow furnishings. 3 Leaving behind a signature item, such as a calling card, flower, seashell, or tooth. 4 Posing as celebrities, holy people, or servants. 5 Taking trophies from their victims. 6 Using
poison with a distinctive color or smell. Assassin Medium or Small Humanoid, Neutral
AC 16 Initiative +10 (20)
HP 97 (15d8 + 30)
Speed 30 ft.
Mod Save Str 11 +0 +0 Dex 18 +4 +7 Con 14
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
archon is tasked to guard, and it moves swiftly to interrogate any who cross that planar boundary. If an invader enters the archon’s plane, the warden strikes with claw and tooth, using its powerful
make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each
feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8) psychic damage and is incapacitated until the end of its next turn. On a successful save
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each
feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8) psychic damage and is incapacitated until the end of its next turn. On a successful save
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
archon is tasked to guard, and it moves swiftly to interrogate any who cross that planar boundary. If an invader enters the archon’s plane, the warden strikes with claw and tooth, using its powerful
make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, battling tooth and nail to protect her sister. Euryale has the petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a
no material components and using Wisdom as the spellcasting ability (spell save DC 19):
At will: Druidcraft, Pass without Trace
2/day each: Goodberry, Lesser Restoration, Locate Creature, Move
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, battling tooth and nail to protect her sister. Euryale has the petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a
no material components and using Wisdom as the spellcasting ability (spell save DC 19):
At will: Druidcraft, Pass without Trace
2/day each: Goodberry, Lesser Restoration, Locate Creature, Move
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. Ascendant
by the weapon increases to 3d6. The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6. Dragon-Touched Focus
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. Ascendant
by the weapon increases to 3d6. The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6. Dragon-Touched Focus
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
time, or if a character in heavy armor steps onto it, the arch fails. Any creature on the span must succeed on a DC 10 Dexterity saving throw to catch itself on the ledge. On a failed save, a creature
Black Lake to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
time, or if a character in heavy armor steps onto it, the arch fails. Any creature on the span must succeed on a DC 10 Dexterity saving throw to catch itself on the ledge. On a failed save, a creature
Black Lake to the Dark Mere on the east side of the Stone Tooth. The submerged passage is about 700 feet long.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
hillside to the west of the Stone Tooth. 30. Old Storeroom The northern door in area 28 has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Durgeddin’s folk
failed save, the creature suffers another level of exhaustion. On a successful save, its exhaustion level is reduced by one. If its exhaustion level reaches 5, the infected creature becomes paralyzed until