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Returning 35 results for 'saving combines'.
Other Suggestions:
saving combine
saving combined
saving confines
saving corbies
Monsters
Vecna: Eve of Ruin
Legendary Resistance (2/Day). If the deathwolf fails a saving throw, it can choose to succeed instead.
Moon’s Grace. When the deathwolf falls, it descends at a rate of 60 feet per round and
saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Claw. Melee Weapon Attack: +10;{"diceNotation
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in
Monsters
Van Richten’s Guide to Ravenloft
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next
Monsters
Van Richten’s Guide to Ravenloft
damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType
Monsters
Van Richten’s Guide to Ravenloft
succeed on a DC 15 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Harpy
Legacy
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Monsters
Basic Rules (2014)
damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the
, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
)
CON
12 (+1)
INT
17 (+3)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws Wis +3, Cha +5
Skills Arcana +7, History +7, Perception +3
Damage Immunities psychic
creature, it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The following example combines an inhaled poison and the dream spell, creating a tool Ivana uses to manipulate her agents. Ivana’s Whisper (Inhaled). This poison bears a distinct scent and chemical
message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a dream spell created by Ivana the next time they sleep
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The following example combines an inhaled poison and the dream spell, creating a tool Ivana uses to manipulate her agents. Ivana’s Whisper (Inhaled). This poison bears a distinct scent and chemical
message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a dream spell created by Ivana the next time they sleep
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
)
CON
12 (+1)
INT
17 (+3)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws Wis +3, Cha +5
Skills Arcana +7, History +7, Perception +3
Damage Immunities psychic
creature, it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
result of a mad wizard’s spell or a ritual bath in dragon’s blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Half-Red Dragon
cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
result of a mad wizard’s spell or a ritual bath in dragon’s blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Half-Red Dragon
cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Deathwolf A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other
10 (+0)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Str +10, Dex +8, Cha +9
Skills Perception +13, Stealth +8
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Deathwolf A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other
10 (+0)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Str +10, Dex +8, Cha +9
Skills Perception +13, Stealth +8
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. Drow Favored Consort
Medium humanoid (elf), neutral evil
Armor Class 15 (18
with mage armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
15(+2)
DEX
20(+5)
CON
16(+3)
INT
18(+4)
WIS
15(+2)
CHA
18(+4)
Saving Throws Dex +11, Con
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. Drow Favored Consort
Medium humanoid (elf), neutral evil
Armor Class 15 (18
with mage armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
15(+2)
DEX
20(+5)
CON
16(+3)
INT
18(+4)
WIS
15(+2)
CHA
18(+4)
Saving Throws Dex +11, Con
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again. In
11(+0)
DEX
24(+7)
CON
13(+1)
INT
14(+2)
WIS
21 (+5)
CHA
14(+2)
Saving Throws Str +5, Dex +12
Skills Athletics +5, Religion +7
Damage Immunities poison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again. In
11(+0)
DEX
24(+7)
CON
13(+1)
INT
14(+2)
WIS
21 (+5)
CHA
14(+2)
Saving Throws Str +5, Dex +12
Skills Athletics +5, Religion +7
Damage Immunities poison
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Chimeras were created
sky and engulfing prey with its fiery breath before landing.
Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated
, Infernal
Challenge 13 (10,000 XP)
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragon’s Frightful Presence. If the characters ignore the druid, she calls out
between the dragon’s lair and the hunting grounds of a brood of spiders. The webbing combines with the dense mist of the forest to make the area around the lair heavily obscured and difficult terrain
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Chimeras were created
sky and engulfing prey with its fiery breath before landing.
Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated
, Infernal
Challenge 13 (10,000 XP)
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragon’s Frightful Presence. If the characters ignore the druid, she calls out
between the dragon’s lair and the hunting grounds of a brood of spiders. The webbing combines with the dense mist of the forest to make the area around the lair heavily obscured and difficult terrain
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent
Points 95 (10d10 + 40)
Speed 40 ft.
STR
21 (+5)
DEX
13 (+1)
CON
19 (+4)
INT
3 (−4)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws Con +7, Wis +5
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be
repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.
A target that successfully
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be
repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.
A target that successfully
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent
Points 95 (10d10 + 40)
Speed 40 ft.
STR
21 (+5)
DEX
13 (+1)
CON
19 (+4)
INT
3 (−4)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws Con +7, Wis +5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one
high jump is up to 10 feet, with or without a running start.
20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast
. The character can’t speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast
. The character can’t speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one
high jump is up to 10 feet, with or without a running start.
20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. These casks are used to ferment a mixture of water and honey, which Mudlump combines with other ingredients to make honey mead. A great beehive—considerably larger than the one Mudlump carries around
toward the characters. Everyone in the party (characters and nonplayer characters) must make a DC 17 Strength saving throw. If at least half of the party members succeed on the saving throw, none of