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                        Returning 33 results for 'saving cryptic'.
                    
                
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ","rollDamageType":"force"} force damage.Divine Insight (3/Day). When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with
                                                
                                            
                                                
                                                    —mortals communicate with a single god, interpreting their intentions for the wider world. Others aren’t aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Magic Resistance. The shadar-kai has advantage on saving throws against
                                                
                                            
                                                
                                                     target has disadvantage on saving throws until the end of the shadar-kai’s next turn. Hit or Miss: The dagger magically returns to the shadar-kai’s hand immediately after a ranged attack
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Spiked Chain", "rollDamageType":"piercing"} piercing damage. The target must succeed on a DC 14 Dexterity saving throw or suffer one of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Burden of Time. Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai.
Fey Ancestry. The shadar-kai has advantage on saving throws against
                                                
                                            
                                                
                                                     deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must
                                                
                                            
                                                
                                                     repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     succeed on a DC 19 Strength saving throw or be knocked prone.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
                                                
                                            
                                                
                                                     or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
                                                
                                            
                                                
                                                     around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
                                                
                                            
                                                
                                                     mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     provides is often cryptic or vague.
The aboleth knows where Lord Neverember’s secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named
                                                
                                            
                                                
                                                     Aurinax inhabits the vault and guards its treasures.
Failed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges
                                                
                                            
                                                
                                                     answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    , cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or if it recognizes you as an enemy. The spirit can’t learn new information, doesn
                                                
                                            
                                                
                                                     Constitution saving throw (DC 10 + 1 per question asked) or become addicted to the drug. If you become addicted, you suffer one level of exhaustion 1d4 days after you last smoked the drug and gain a further
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. 
                                                
                                            
                                                
                                                    ;You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     single god, interpreting their intentions for the wider world. Others aren’t aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll for insights. Divine Influence. Just
                                                
                                            
                                                
                                                     known. Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive divine omens (such as those presented in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them. Some of the secrets learned are so cryptic
                                                
                                            
                                                
                                                    )
Saving Throws Con +5, Int +7, Wis +6
 Skills Arcana +10, History +10
 Damage Resistances radiant
 Senses passive Perception 13
 Languages Common, Gith
 Challenge 7 (2,900 XP) Proficiency
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can
                                                
                                            
                                                
                                                     use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     has disadvantage on Intelligence and Wisdom saving throws as its mind is clouded by jealous and selfish thoughts. The curse ends on an affected creature only when the creature no longer holds any talons
                                                
                                            
                                                
                                                    . A Remove Curse spell or similar magic suppresses the curse’s effects for 1 hour. When the curse ends on a creature, that creature must succeed on a DC 18 Constitution saving throw or gain 1 level of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted
                                                
                                            
                                                
                                                     skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse. Within the fortress are items that the Raven Queen finds irresistible: objects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     into the victim’s past or find lore that otherwise would be lost. Cryptic Whispers Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in
                                                
                                            
                                                
                                                    . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. Constructed Nature. A stone cursed doesn’t require air, food, drink, or sleep. CRYPTIC
                                                
                                            
                                                
                                                     succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. 
 Soul Coin
 Using a
                                                
                                            
                                                
                                                     in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     saving throw or be knocked prone.
 
 JEHAN CHOO
 Major Adaptations  d8 Major Adaptation   1 Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it
                                                
                                            
                                                
                                                    , increasing its Armor Class by 4. 3 Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , learn a secret, or unravel a cryptic prophecy. 9 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. 10 Creator Seeker: The item seeks its creator and
                                                
                                            
                                                
                                                     must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    
 Languages any one language (usually Common)
 Challenge 1/2 (100 XP)
 Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while
                                                
                                            
                                                
                                                     17 (natural armor)
 Hit Points 261 (18d20 + 72)
 Speed 40 ft., fly 60 ft.
   STR
 20(+5)
 
  DEX
 14(+2)
 
  CON
 18(+4)
 
  INT
 23(+6)
 
  WIS
 26(+8)
 
  CHA
 20(+5)
Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     Constitution saving throw or have the Poisoned condition until the start of its next turn. Three Mud Mephits hide in the mud, drawn here by the dragon’s latent evil magic. The mephits stay hidden until at
                                                
                                            
                                                
                                                    , ghostly images of dead elf warriors wielding tall spears appear, fading in and out of existence, some uttering cryptic warnings in Common and Elvish. Foremost among the images is Ethvarn, an androgynous elf
                                                
                                            
                                        
                                                     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->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     louder than a typical conversation—such as shouting or playing an instrument—reverberate painfully. If this occurs, each creature in the chamber must succeed on a DC 15 Constitution saving throw or
                                                
                                            
                                                
                                                     effect of a spell, the cavern targets the creature that requested its aid. A creature that asks a question here receives a truthful, albeit cryptic, answer in Common with clues to its goals. Those who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     cryptic rhymes shown in the Limericks table. If the characters ply the leprechauns with amusements (leveraging the leprechaun’s Reluctant Refusal trait), the charmed leprechauns let slip some hints to
                                                
                                            
                                                
                                                     succeed on a DC 16 Dexterity saving throw or be hoisted 20 feet into the air. The creature has the restrained condition until it gets free by cutting the rope or slipping out as an action with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , so Lurg simply withdraws behind the west curtain and remains silent for 1 minute while he concocts a cryptic, meaningless answer. After he reemerges from the curtain and delivers his response, the
                                                
                                            
                                                
                                                     the glyph. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save or half as much damage on a successful one. T11: Watchtowers Six turrets
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     17 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage and has the prone condition. On a successful save, it takes half as much damage only and is pushed to the
                                                
                                            
                                                
                                                     succeed on a DC 12 Constitution saving throw or have the poisoned condition for 8 hours. Treasure. The elf corpse carries a silvered rapier and wears Bracers of Defense. L8: Stinking Cave Arash Radkia
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     ceiling rapidly drops, crushing anything in its path. Creatures in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage and has the
                                                
                                            
                                                
                                                     are contaminated by the slime. A creature that eats a contaminated mushroom must succeed on a DC 12 Constitution saving throw or have the poisoned condition for 8 hours. Treasure. The elf corpse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency. C3: Uneven Chamber Roots protrude through cracks in the ceiling here. A stone stairway in the southeast
                                                
                                            
                                                
                                                     damage to whatever triggered the trap, and if the target of the trap is a creature, it must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. The trap resets after 1 minute
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s House of Mastery Part school and part alehouse, this wide three-story
                                                
                                            
                                                
                                                     sap. These arboreal visions of the future are often cryptic, yet inevitably come to pass. As much as the city’s elite would love to harness this power, anyone else attempting to peel the tree’s bark
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     object within 20 feet of it: 1d6 for a handful, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s
                                                
                                            
                                                
                                                     parchment. Pulling it carefully away reveals a prophetic scene rendered in bloody sap. These arboreal visions of the future are often cryptic, yet inevitably come to pass. As much as the city’s elite would
                                                
                                            
                                        






