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Returning 27 results for 'saves stone'.
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save stone
seven stone
sides stone
saves score
Spells
Player’s Handbook
. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a
Flesh to Stone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is
Magic Items
Lost Laboratory of Kwalish
ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s
. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of
sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
Spellcasting
Baphomet
Legacy
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Monsters
Out of the Abyss
each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save
three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
damage to it.
6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends
. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures
Flesh to Stone Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a cockatrice feather)
Duration: Concentration, up to 1 minute
You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures
Flesh to Stone Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a cockatrice feather)
Duration: Concentration, up to 1 minute
You
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune
, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
At will: detect magic
3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has
, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
material components.
At will: detect magic
3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall
each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
magic, dominate beast, hunter’s mark, maze, wall of stone
1/day: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell
saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet
is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Pride goes before a fall.” Fall’s name tag is complete, but Pride’s name tag reads PR _ _ _. Third Pair. These unicorns’ names are Stone and Moss, from the proverb “A rolling stone gathers no moss
.” Stone’s name tag is complete, but Moss’s name tag reads M _ _ S. Fourth Pair. The last two unicorns are named Stitch and Nine, from the proverb “A stitch in time saves nine.” Stitch’s name tag is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
failure. The poison ends when the creature makes five successful saves against it. Until the poison ends, any hit points lost to it can’t be regained. The poisoned creature is feverish and occasionally
stone bins that hold aromatic woods and spices (cinnamon, nutmeg, vanilla, quince, cinchona, sandalwood, and pepper). This haul is worth a total of 250 gp and weighs 10 pounds. Inside the coffin are the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, your dogs, or you.
—Feil Jenkins, Sage of Kirwak
Ankheg Tunnel Discoveries 1d8 Inside the Ankheg Tunnel Is... 1 Another tunnel (either natural or of worked stone) that extends into the
space.
If the target fails three of these saves while in the demiplane, it becomes bound to the tome and can escape only if the tome is reduced to 0 Hit Points.
Fiendish Burst. Melee or Ranged Attack
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
comes within 20 feet of the wall of ice is targeted by a dominate monster spell (save DC 15). The entity can concentrate on up to ten such spells at once. Any creature that successfully saves against
gp) is a Netherese art object. H34. City Debris This cave might contain a psychic haunting (see “Psychic Hauntings”). Large pieces of stone jut from the twenty-foot-high ceiling of this empty cavern
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
plenty of goods and services available for purchase.
A5: Larder The stone door to this room is ajar. A persistent, ear-splitting cry emanates within. When the characters enter, read the
wyrmling’s stat block) prompts another type of D20 Test: a saving throw. Saving throws—also called saves—are named for the ability modifiers they use; in this case, characters use Dexterity to dodge an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
examine the shrines to determine how these abilities function. When the characters see a shrine of binding for the first time, use the following description. A three-step stone dais is set with four
accumulates three failed saves against this mist, its hit point maximum is lowered by the amount of poison damage it has taken from the mist. A creature that makes three successful saving throws against
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a
make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don’t teleport. 86–90 One random creature in the region breaks






