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Returning 34 results for 'saving clutching'.
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saving clothing
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Grasping Ground
Monsters
Curse of Strahd
. Vladimir wields a weapon, +2; +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth
Turn Immunity
"} slashing damage with the weapon.
Vengeful Glare. Vladimir targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
figurehead. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Once a ship uses this
action, it can’t use it again for 1 minute. Storm Giant Figurehead This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
sprout clutching appendages made of stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled
(+2)
CHA
14 (+2)
Saving Throws Int +5, Wis +4
Skills Insight +4, Perception +6
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 16
Languages understands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by 12-foot-tall stone statues of Halaster Blackcloak, depicted as a bearded, scowling old wizard wearing a robe covered with lidless eyes and clutching a stout scepter with a red dragon’s head at
save, or half as much damage on a successful one. Creatures in the pit have disadvantage on the saving throw, as there’s precious little space to maneuver. Teleport Trap Halaster has placed a teleport
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
ammunition creates clutching brambles around your target. The creature you hit takes extra Slashing damage equal to one roll of your Arcane Shot Die and must succeed on a Strength saving throw or have
of once). You regain all expended uses when you finish a Short or Long Rest. Arcane Shot Die. Arcane Shot options refer to your Arcane Shot Die. Your Arcane Shot Die is a d6. Saving Throws. If an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the Bigby’s hand spell tries to shove the creature away from the door. The creature must succeed on a DC 15 Strength saving throw or be pushed off the balcony, falling onto the Orrery of Tragedies and
each) Eight bottles of exquisite elven wine (100 gp each) The shriveled hand of an elf wearing a ring of shooting stars on its third finger and clutching several rolled-up sheets of blank parchment
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
warriors, each wearing a grass skirt and clutching a spear.
A gruesome throne lashed together of bone and strips of skin stands atop the west ledge. A fearsome horned skull surmounts the throne, and small
the skull or sits in the throne must succeed on a DC 16 Charisma saving throw or become cursed with the Rage of Karagos. When cursed, the creature gains 50 temporary hit points and goes berserk. Until
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Across from the statues are sconces with upside-down flames burning in them.
The statues, which merge seamlessly with the ceiling, depict a long-faced human dressed in wizard’s robes and clutching a
shatter on the floor, becoming useless. Any character underneath the chest can try to catch a falling potion using a free hand, doing so with a successful DC 10 Dexterity saving throw. P6. Upside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
steps onto a 5-foot-square marked C on the map must make a DC 15 Dexterity saving throw as the floor crumbles and falls away, leaving a gaping hole. On a failed save, the creature falls 20 feet and lands
Twelve stone sarcophagi are packed into deep recesses in the walls. The plaster lid of each sarcophagus is carved in the likeness of a noble clutching a chalice that bears a symbol of the sun. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to create opportunities for interesting interactions. If combat statistics become necessary, a helpless Chosen has AC 10, has 5 hit points, and makes checks and saving throws with a +0 modifier. If
below). Dark Mist. The shrine exudes poisonous mist that makes the area lightly obscured. Any creature that starts its turn in the room must succeed on a DC 15 Constitution saving throw or become stunned
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed: Deadfall
recognize the illusion. On a failed check, a character makes a DC 15 Wisdom saving throw, taking 42 (12d6) Psychic damage on a failed save or half as much on a successful one. A character is subject to this
energy flow through them. For the next hour, whenever that creature casts a spell that forces a creature to make a saving throw, one target of the spellcaster’s choice has Disadvantage on saves against
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dexterity saving throw or fall 60 feet to the floor below. The middle bridge has a 15-foot-wide gap in it. A character can clear this gap with a running jump — but part of the bridge breaks away under the
character’s feet on landing, forcing the character to succeed on a DC 15 Dexterity saving throw or fall to the floor below. Iron Doors. Ten of the double doors are false and refuse to budge. The two
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the dial and fills the 5-foot space directly east of the block. Any creature in this area when the gas is released must make a DC 14 Constitution saving throw, taking 44 (8d10) acid damage on a failed
wall.
The skeleton of a dwarf sprawls on the floor east of the barge, clad in a tattered yellow turban and dusty chain mail, and clutching a bronze shield.
To unlock I’jin’s sarcophagus, eight floor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
DC 10 Dexterity saving throw or fall off it, plunging into the lava unless the creature is somehow secured. Unless likewise secured, any creature standing on an adamantine strut when the strut breaks
falls into the lava. If the creature is within reach of a balcony, it can leap onto the balcony and avoid the fall with a successful DC 10 Dexterity saving throw. Tentacles. Once per turn, in response
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
darkvision out to a range of 60 feet. They also have resistance to poison damage and advantage on saving throws against being poisoned. Cry for Help The characters hear a voice shouting for help. If they
Elturel shifts, creatures standing on any surface in the city must succeed on a DC 10 Dexterity saving throw or fall prone. In addition, you can describe other damage and drama resulting from a shift
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, and pigs scamper through the town, chased by a demon with the lower body of a great serpent and the upper body of a six-armed gnoll clutching a wicked sword in each of its clawed hands.
The terrified
character kills a guard, Lulu’s mind attempts to punish the character. That character must succeed on a DC 15 Wisdom saving throw or gain 1 level of exhaustion as Lulu’s mind saps the character’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
warrior adorns its lid.
A mummy rests in the coffin, clutching a +1 Rapier to its wrinkled chest. If disturbed, the mummy awakens, releases the rapier, and attacks. B32: Ankheg Den Three empty coffins
deep underground. Years ago, a thirsty dwarf explorer succumbed to its corrupted waters. A creature that drinks from the fountain or touches its waters must succeed on a DC 11 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the head of a man kneeling before him.
Out of the shadows step four minotaur skeletons clutching bloody greataxes.
A squad of Baphomet’s minotaurs attempted to overrun the chapel, but Gideon and his
succeed on a DC 15 Wisdom saving throw. On a failed check, the character is cursed with a particularly intense hatred of demons. A creature cursed in this way takes 5 (1d10) psychic damage if it can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
skeleton clutching a berserker axe. The south tomb is empty except for an iron amulet shaped like a smith’s hammer. A cleric of Reorx or a character who succeeds on a DC 14 Intelligence (Religion) check
make a DC 16 Dexterity saving throw as the south end of the path collapses, blocking the way to area R7. On a successful save, the creature safely dodges back into area R3. On a failed save, it takes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
without a swimming speed that moves into the stream for the first time on a turn or starts its turn there must succeed on a DC 10 Strength saving throw or be swept 40 feet downstream. Swimming against
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
+3, Insight +5, Perception +5, Religion +4
Senses passive Perception 15
Languages Common, Elvish, Infernal
Challenge 1/8 (25 XP)
Dark Devotion. Thurstwell has advantage on saving throws
one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
V3. Foyer If the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
wooden statue of a warrior clutching a spear and shield.
The leaning statue is ten feet tall, including the base. It depicts an old hero of Neverwinter named Palien, who supposedly defeated several
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
DC 12 Wisdom saving throw or take 5 (2d4) psychic damage. A demiplane can be a wonderful place to escape the tumult of the multiverse—provided it isn’t haunted by a hungry Far Realm aberration, of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
as they claw at each other. Floating near them is the half-eaten corpse of a bearded devil clutching a glaive. The pool is 20 feet wide and 40 feet long, with a horseshoe-shaped ledge around it.
Two
poison and psychic damage. If the statue is destroyed, it explodes. Each creature within 30 feet of the exploding statue must make a DC 15 Dexterity saving throw, taking 22 (4d10) piercing damage on a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
open. Each creature in the trap’s area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 16 (3d10) poison damage and is poisoned for 1 minute; on a successful save, the
couch, and several upholstered chairs, one of which is bright blue. Playing cards and coins lie scattered across a table. Slumped around the table are four drunken guild members clutching empty mugs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
collapsing roof must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The area remains open but is difficult
two grim figures: a powerfully built woman clutching a mace, and an even bigger man wearing a bucket helm. The helmed man is jabbing the prisoner with a spear, causing him to twitch. Both figures are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw
. Kneeling on the floor of the chamber is a werewolf. It howls terribly, clutching and clawing at its body in fury. At the sight of the cell door opening, the werewolf leaps up and sprints toward you
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attacked. When the characters arrive, a few other guests of the temple might be here, looking exhausted and clutching aching limbs while the disguised hag sarcastically congratulates them on doing
has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The naiad makes two psychic touch attacks.
Psychic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
in risk being swept away by the current.
A creature that falls in the river and is within 5 feet of the water’s edge must succeed on a DC 10 Strength saving throw to catch itself on the rocky bank
of its walking speed and move toward a bank.
On a failed check, the creature must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. Creatures that have a swim speed can
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
with their sharp edges. Each creature in the cave makes a DC 15 Dexterity saving throw, taking 21 (6d6) Slashing damage on a failed save or half as much damage on a successful one. This magical
Several boulders are scattered about this dark, sunken cave. Slumped in a niche in the southwest corner is a dead gnome clutching a well-made pick.
This cave appears to hold nine boulders, but three
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->Keys from the Golden Vault
serpentine creatures clutching spears. Floating ten feet above them is a spherical creature with a large central eye and ten eyestalks.
Two salamanders stand guard here along with a beholder known as
you become attuned to the book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hours. Vending Machine Options Selection Product Dispensed 1 Spoiled meal in a compartmented plastic tray; a creature that eats the food must succeed on a DC 15 Constitution saving throw or have
pistol with 4 charges remaining. One Pixel Brush A worker robot roams the wreckage of an abandoned dining room S8: Lounges This messy lounge is in ruins. Skeletons rest in its torn recliners, clutching