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Returning 12 results for 'saving curling'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.Multiattack. The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack
", "rollAction":"Hooves", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Serrated Tail
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams’ horns. Satyr
Medium fey, chaotic neutral
Armor Class 14 (leather armor)
Hit Points 31 (7d8
12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
ruthless and bold to the point of stupidity. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and
advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.
Claw. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on
Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 7 (2,900 XP)
Magic Resistance. The armanite has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams’ horns. They typically sport facial hair.
Twixt day and night the spirits goad me on
They pine
. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from
to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heroic callings. (JASON RAINVILLE) Built to Survive Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling
than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. Imposing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
isn’t automatic. Using the orchid and the feather are easy, but a character must make a successful DC 10 Constitution saving throw after swallowing a snake. Evil-aligned characters have disadvantage on
the saving throw. If the save succeeds, the character can slither up the steps safely. If the saving throw fails, the character takes 17 (5d6) psychic damage and can try again, but the DC increases
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
into the floor. It exudes wisps of shadowy energy that look like curling black smoke.
Thereafter, you can shorten the description of the gates they encounter to avoid repetition. When a black gate’s
when a Small or larger creature places weight on it. A creature that triggers the lid must succeed on a DC 15 Dexterity saving throw or fall 20 feet onto a bed of stone spikes, taking 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
to explode outward. Each creature in a 15-foot Cone originating from the brazier must make a DC 12 Dexterity saving throw, taking 7 (2d6) Fire damage on a failed save or half as much damage on a
nature and drove her from the Curling Ivy tavern, where Cinderhide masqueraded as a bartender. Cinderhide turned her attention from draining the life of unsuspecting patrons to targeting the queen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
racial traits: She is Small, and her walking speed is 25 feet. She can move through the space of any Medium or larger creature. She has advantage on saving throws against being frightened. She speaks
the collapsing maze is hit by debris and must make a DC 12 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. Treasure
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
attack. Slippery Floor. The dripping water renders the uneven floor slick with mud and slime. A creature that moves faster than half its speed along the floor must succeed on a DC 15 Dexterity saving
DC 15 Constitution saving throw or be warped by planar magic. Roll on the Abyssal Energy table to determine the effect, which lasts until the pillars pulse again or are destroyed. Abyssal Energy