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Returning 35 results for 'saving correct'.
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saving current
saving connect
Equipment
potion that, if consumed, gives Advantage on Dexterity Saving Throws for 24 hours. However, if the wrong parts of the plant are included in the potion, it also inflicts 2d4 Psychic damage when
consumed. When harvesting the plant as an ingredient, a DC 14 Nature check is required to ensure that only the correct parts are harvested.
potion that, if consumed, gives Advantage on Dexterity Saving Throws for 24 hours. However, if the wrong parts of the plant are included in the potion, it also inflicts 2d4 Psychic damage when
consumed. When harvesting the plant as an ingredient, a DC 14 Nature check is required to ensure that only the correct parts are harvested.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
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
, tending reefs and waters to ensure that they remain unspoiled. (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil
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
. (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks
Magic Items
Acquisitions Incorporated
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when
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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
must step on the correct tiles. Stepping on an incorrect tile sets off a trap. Traps Certain tiles (as indicated in this trap’s “Solution” section) are trapped. A trapped tile is triggered when more
tile or one of its adjacent tiles must make a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. As an action, a character can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
automatically for Moghadam or Seodra the gemsmith. To anyone else, it repeatedly asks, “Who is the master?” The correct answer to the question can be found in Moghadam’s office (area 1): “The true
any other way must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the door to intone: “The master does not resort to feeble manipulations of a clock to open this door. You are not the master.”
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
serpent. One hieroglyph at a time, the dial reveals the correct sequence of floor tiles to stand on: vulture, serpent, door, reed, scarab, scepter, foot, and urn. Stepping on a floor tile that matches the
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(+5)
Saving Throws Str +12, Dex +7, Con +10
Skills Athletics +12, Intimidation +11, Perception +9
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Common
Challenge 20 (25,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The champion makes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remain in the necropolis for too long are likely to contract an arcane blight (see below). Arcane Blight Any humanoid that spends 12 hours in the necropolis must succeed on a DC 15 Constitution saving
otherwise turn against the victim. Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
holding the victims and ask them how their characters plan to find the missing innocents. Give each player the chance to answer. A successful DC 12 check pinpoints a correct grave. They can use any method
correct graves from a distance with a successful DC 12 Perception check, but they must still move to the grave to rescue the victim. Darkness Effects. When the lanterns are extinguished, the entire area
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. Correct
2 Eldritch Occultant, Bring Out Your Dead
3 Bead of Instant Karma, Death’s Omen
4 Bead of Diverted Karma, Correct the Balance
Proficiencies and Starting Equipment As a rank 1
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
set it (see the rule in the DMG , under “Spells”). Which is correct in the Dungeon Master’s Guide, the rule for scrolls or the rule for a spell scroll? They’re both correct. The rule for scrolls (DMG
, the target gets to keep its head. Would an elf get a saving throw versus a philter of love as it’s a charm? The description implies there is no save. There is no save against the philter of love
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
enemies on all sides and fearing he’ll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace. Dispater is correct to fear
)
INT
24 (+7)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws Dex +11, Con +8, Wis +11, Cha +13
Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13
Damage Resistances
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
has been done to the likes of Geryon, Moloch, and so many others. Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be seduced by
ft., fly 60 ft.
STR
19(+4)
DEX
22(+6)
CON
17(+3)
INT
24(+7)
WIS
22(+6)
CHA
26(+8)
Saving Throws Dex +11, Con +8, Wis +11, Cha +13
Skills Deception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
correct ones. Disconnecting a wrong wire triggers a magical surge that targets all creatures within 5 feet of the psipod except the one inside it. A targeted creature must make a DC 17 Wisdom saving
17 Constitution saving throw or fall unconscious, lulled into that state by a soothing psionic vibration that the ulitharid produces. A creature that succeeds on the saving throw must repeat it at the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters is if the outpost checks in at the correct time with an “all clear.” Frulam Mondath The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
result for the characters is if the outpost checks in at the correct time with an “all clear.” The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting of a spell, even if the spell allows more than one roll. So, for example, the feature
a saving throw before the spell’s duration expires. The spell lets you make a roll of any kind that can affect more than one creature before the spell’s duration expires
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Puzzle Cube. Unkh’s puzzle cube is hidden inside the pedestal. If a character inserts the correct key in the keyhole and turns the key a quarter turn clockwise, the puzzle cube emerges from a concealed
directions. When this happens, each creature in the shrine must make a DC 18 Dexterity saving throw. Any creature that fails the save is struck by a ray and takes 33 (6d10) radiant damage. The statue can’t emit rays while wholly or partly contained with an antimagic field.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sealed with a puzzle that requires pushing the right letter tiles in sequence. A pushed letter makes its whole word sink into the door with a click. The door unlocks when the correct combination is input
. (Pushing a second letter in the same word doesn’t do anything.) The correct combination, which causes the wall to slide aside, is to push the letters spelling ALONE in this order: A in DOLINDAR L in
Compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Saviors of Safeton
doors close and lock (DC 15) and poison gas fills the room. Constitution Saving Throw: DC 12. Failure: 5 (1d10) Poison damage. Success: Half damage. D. Electrified Zombie Corridor Twelve Zombies are
) Lightning damage and must make a DC 13 Constitution saving throw. Failure: The creature can’t use their Reaction until the end of their next turn. In addition, if Area E is fully submerged when a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shouts for them to halt and Bulkar asks, “How many eyes does Xanathar have?” The correct reply is, “As many as there are stars in the sky.” If anyone gives them the wrong pass phrase, the bugbears
pressure plate. On a hit, a dart deals 2 (1d4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
adventurers lose the correct trail and pick up on the trail of the mercenaries. When they arrive on the scene, several mercenaries are dead, and the remaining three are preparing to flee. The hydra has a
alchemist’s fire (see the Player’s Handbook for details) in order to deal with any extra heads that might spring up. At the end of the battle, the mercenaries offer the characters any vials left over, along with 50 gp for saving their lives.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
correct password triggers a magical disintegration trap on whichever side the door is opened from. Each creature in the 20-foot-square area directly in front of the secret door must succeed on a DC 15
Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this trap is disintegrated, leaving only its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that comes within 10 feet of the mannequin must succeed on a DC 13 Wisdom saving throw or be affected as if by a Tasha’s hideous laughter spell. Whether the saving throw succeeds or fails, the creature
to describe what their characters looked like as children and what they might look like in old age. When the correct incantation is spoken aloud in front of any of the hall’s mirrors, the mirror
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
attacks. Monsters sometimes have stat quirks like that. The Monster Manual says gnolls speak Gnoll, but the Player’s Handbook doesn’t mention that language. What is correct? The Player’s Handbook language
attacks. Does a creature with Magic Resistance have advantage on saving throws against Channel Divinity abilities, such as Turn the Faithless? Channel Divinity creates magical effects (as stated in both
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
runes. The doors have neither handles nor hinges. The writing on them reads, “THE THREE KEYS. BRING THEM FORTH.” The doors part, sliding back into the walls, when the three correct keys are brought
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 31 (7d8) thunder damage on a failed save, or half as much damage on a
try to pick the safe’s combination lock, doing so with a successful DC 25 Dexterity (Perception) check. The correct combination is prairie dog, wombat, badger, armadillo, wombat. A knock spell or
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
statue intones in a deep, commanding voice, “Clasp my hand for a boon.” If a creature touches a statue’s hand, a fiery jolt of energy discharges and the creature makes a DC 12 Dexterity saving throw
flies toward the creature. The creature on the plate must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) Slashing damage. Each trap activates once per turn. Once a trap has activated three
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
gemstone in various stages of completion, ranging from a handful of marks to a completed, emerald-cut stone. As with a combination lock, the dial must be rotated in the correct order. The correct
combination begins with the least finished gemstone carving and proceeds in order, ending with the most finished carving. After the characters rotate the dial to the correct combination, a gem must be placed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
there triggers a fusillade of arrows and must make a DC 20 Dexterity saving throw, taking 27 (6d8) piercing damage from the arrows on a failed save or half as much damage on a successful one. The 5-foot
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(from left to right) “storm,” “death,” “light,” and “wind.” These runes are the key to opening the room’s hidden vault (area Z11). The runes must be tapped in the correct order to open the vault. The
correct order is the same as the runes’ order on the wall, from left to right: storm, death, light, and wind. If a creature taps the runes in the wrong order, the vault’s trap triggers, and the