Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 14 results for 'saving clashing'.
Other Suggestions:
saving casting
saving crushing
saving clothing
saving claiming
saving closing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle of High Hill The unexpected sound of metal clashing on armor rings across the field, silencing laughter and melodramatic boasts. A ribbon of red splashes over the grassy hill, followed by
-turning conflicts.
At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle of High Hill The unexpected sound of metal clashing on armor rings across the field, silencing laughter and melodramatic boasts. A ribbon of red splashes over the grassy hill, followed by
-turning conflicts.
At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 13 Wisdom saving throw. The creature takes 17 (5d6) psychic
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 13 Wisdom saving throw. The creature takes 17 (5d6) psychic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare
)
CHA
19 (+4)
Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +12
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Speed 30 ft.
STR
20(+5)
DEX
10(+0)
CON
17(+3)
INT
16(+3)
WIS
14(+2)
CHA
19(+4)
Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +7
Damage
on saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Speed 30 ft.
STR
20(+5)
DEX
10(+0)
CON
17(+3)
INT
16(+3)
WIS
14(+2)
CHA
19(+4)
Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +7
Damage
on saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare
)
CHA
19 (+4)
Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +12
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw must then succeed on a DC 10 Dexterity
saving throw or slip from the chain or post and fall. Any character within reach of a falling creature can, with a successful DC 10 Strength (Athletics) check, grab the falling creature and swing it back
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw must then succeed on a DC 10 Dexterity
saving throw or slip from the chain or post and fall. Any character within reach of a falling creature can, with a successful DC 10 Strength (Athletics) check, grab the falling creature and swing it back
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sunlight (such as vampires) have disadvantage on all ability checks, attack rolls, and saving throws while inside this crypt. Treasure. Draped around the neck of the skeleton is a sun-shaped holy
14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Crypt 13 King Katsky (Katsky the Bright): Ruler, inventor, and self-proclaimed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sunlight (such as vampires) have disadvantage on all ability checks, attack rolls, and saving throws while inside this crypt. Treasure. Draped around the neck of the skeleton is a sun-shaped holy
14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Crypt 13 King Katsky (Katsky the Bright): Ruler, inventor, and self-proclaimed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the northernmost rampart of the Frost Hills and the Spine of the World lies a high, cold pass that links the Lurkwood to the Surbrin River. Tribes of Uthgardt hunt the Fell Pass, occasionally clashing
succeed on a DC 16 Wisdom saving throw or be cursed. For as long as the curse lasts, members of the Elk tribe recognize the cursed creature as a hated enemy and are hostile toward it. In addition
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the northernmost rampart of the Frost Hills and the Spine of the World lies a high, cold pass that links the Lurkwood to the Surbrin River. Tribes of Uthgardt hunt the Fell Pass, occasionally clashing
succeed on a DC 16 Wisdom saving throw or be cursed. For as long as the curse lasts, members of the Elk tribe recognize the cursed creature as a hated enemy and are hostile toward it. In addition