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Returning 35 results for 'saving converse'.
Other Suggestions:
saving convert
saving covers
saving confers
saving conveys
Spells
Player’s Handbook
Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration
saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Monsters
Curse of Strahd
Antimagic Susceptibility. The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's
simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep
Monsters
Curse of Strahd
Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the
best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature
Monsters
Curse of Strahd
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink
Monsters
Curse of Strahd
saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Siege Monster. The hut deals double damage to objects and structures.Multiattack. The hut makes three attacks with its
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
Monsters
Van Richten’s Guide to Ravenloft
in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Blood
momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.Necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"psychic"} psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be restrained until this grapple ends.
Eye Ray. The
it can see within 120 feet of it:
1: Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target
Monsters
Fizban's Treasury of Dragons
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
; and try to converse with them by humming snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am
Monsters
Fizban's Treasury of Dragons
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
of sailors’ songs as their “water speech” and try to converse with them by humming snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just
Monsters
Fizban's Treasury of Dragons
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +10
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Breath
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
+6", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's
Dream
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The
ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
25 feet. Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against
halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
25 feet. Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against
halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
25 feet. Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against
halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
25 feet. Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against
halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Monster Manual
slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which
, Thunder
Senses Darkvision 60 ft.; Passive Perception 11
Languages Slaad; telepathy 60 ft.
CR 5 (XP 1,800; PB +3)
Traits
Magic Resistance. The slaad has Advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual
slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which
, Thunder
Senses Darkvision 60 ft.; Passive Perception 11
Languages Slaad; telepathy 60 ft.
CR 5 (XP 1,800; PB +3)
Traits
Magic Resistance. The slaad has Advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Monster Manual
predominantly concerned with their next meal, and while they might converse with other creatures in exchange for food, few concern themselves with long-term bargains or keeping their word unless they have
Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Jonathan Kuo
Compendium
- Sources->Dungeons & Dragons->Monster Manual
predominantly concerned with their next meal, and while they might converse with other creatures in exchange for food, few concern themselves with long-term bargains or keeping their word unless they have
Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Jonathan Kuo
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round
lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round
lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won’t abandon
itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won’t abandon
itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as
)
CON
14(+2)
INT
15(+2)
WIS
15(+2)
CHA
10(+0)
Saving Throws Int +5, Wis +5
Skills Perception +8
Condition Immunities prone
Senses darkvision 120 ft., passive