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Returning 35 results for 'saving curving'.
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saving cunning
saving coursing
saving churning
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Monsters
Candlekeep Mysteries
can hear Quill’s magical fable must make a DC 17 Wisdom saving throw, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Quill's Fable","rollDamageType":"psychic"} psychic
at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a DC 17 Wisdom saving throw or take 66 (12d10);{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
32. Far and Gone The curving west wall of this room is a seething mass of color and sickly light — a partially breached portal to the Far Realm. Creatures can’t physically pass through the portal
creature that comes into contact with the back wall must succeed on a DC 20 Wisdom saving throw or become charmed by the wall for 1 minute. While charmed in this way, the creature is stunned and stares at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
32. Far and Gone The curving west wall of this room is a seething mass of color and sickly light — a partially breached portal to the Far Realm. Creatures can’t physically pass through the portal
creature that comes into contact with the back wall must succeed on a DC 20 Wisdom saving throw or become charmed by the wall for 1 minute. While charmed in this way, the creature is stunned and stares at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
eye rays. That’s why I stay indoors all the time. Besides, the sky is totally overrated.
Arcane Archer Features Fighter Level Feature 3rd Arcane Archer Lore, Arcane Shot (2 options) 7th Curving
can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot At
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
eye rays. That’s why I stay indoors all the time. Besides, the sky is totally overrated.
Arcane Archer Features Fighter Level Feature 3rd Arcane Archer Lore, Arcane Shot (2 options) 7th Curving
can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot At
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
hearts, providing the creature’s unique features. This setup is made permanently inoperable if the ettin is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
hearts, providing the creature’s unique features. This setup is made permanently inoperable if the ettin is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the mouth shuts must make a DC 20 Dexterity saving throw. A creature is pushed 5 feet closer to the throat on a failed save. A creature caught between the teeth that succeeds on this saving throw can
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the mouth shuts must make a DC 20 Dexterity saving throw. A creature is pushed 5 feet closer to the throat on a failed save. A creature caught between the teeth that succeeds on this saving throw can
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11
that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11
that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11
that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11
that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature that touches a globe but isn’t its controller must succeed on a DC 15 Strength saving throw or be drawn into the globe and unable to pass back through its boundary. As an action, a trapped
the water of a vast pool situated between curving northern and southern staircases that lead up to double doors. Two enormous globes of blue liquid are suspended in the air to the east.
Creatures. One
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature that touches a globe but isn’t its controller must succeed on a DC 15 Strength saving throw or be drawn into the globe and unable to pass back through its boundary. As an action, a trapped
the water of a vast pool situated between curving northern and southern staircases that lead up to double doors. Two enormous globes of blue liquid are suspended in the air to the east.
Creatures. One
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(+2)
CHA
19 (+4)
Saving Throws Dex +6, Con +13, Wis +8, Cha +10
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities fire
Senses blindsight 60 ft
., darkvision 120 ft., passive Perception 24
Languages Common, Draconic
Challenge 20 (25,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(+2)
CHA
19 (+4)
Saving Throws Dex +6, Con +13, Wis +8, Cha +10
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities fire
Senses blindsight 60 ft
., darkvision 120 ft., passive Perception 24
Languages Common, Draconic
Challenge 20 (25,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to make room for mismatched and gouged dining tables. On the north side of the room, a curving stairwell rises between the back door and a hallway. On the south side, one door leads to the south and
Investigation) check. The trap can be disabled by the dispel magic spell. A character who tries to open the chest while the trap is active must make a DC 18 Dexterity saving throw, taking 27 (5d10) lightning
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a turn, or starts its turn there, takes 5 (2d4) necrotic damage and must succeed on a DC 11 Constitution saving throw or become paralyzed until the start of its next turn. Six of the eight square
creature moves within 10 feet of the pillar, the creature feels its body soften. Whenever a creature starts its turn within 10 feet of the pillar, the creature must succeed on a DC 15 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a turn, or starts its turn there, takes 5 (2d4) necrotic damage and must succeed on a DC 11 Constitution saving throw or become paralyzed until the start of its next turn. Six of the eight square
creature moves within 10 feet of the pillar, the creature feels its body soften. Whenever a creature starts its turn within 10 feet of the pillar, the creature must succeed on a DC 15 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by
ft., swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +9, Con +14, Wis +9, Cha +11
Skills
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by
ft., swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +9, Con +14, Wis +9, Cha +11
Skills
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
ability checks and saving throws. Stairs. The stairs here climb up to area E2. Treasure. There are 451 silver coins in this room, which a character can collect by spending ten minutes. However, a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to make room for mismatched and gouged dining tables. On the north side of the room, a curving stairwell rises between the back door and a hallway. On the south side, one door leads to the south and
Investigation) check. The trap can be disabled by the dispel magic spell. A character who tries to open the chest while the trap is active must make a DC 18 Dexterity saving throw, taking 27 (5d10) lightning
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
ability checks and saving throws. Stairs. The stairs here climb up to area E2. Treasure. There are 451 silver coins in this room, which a character can collect by spending ten minutes. However, a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
Dexterity saving throw, taking 28 (8d6) lightning damage on a failure, or half as much damage on a success. N5. Svirfneblin Settlement If the nycaloth is in area N7, the characters hear a horrid, rasping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
checks made by creatures in the chasm. Thunder. Thunder momentarily fills the chasm. Each creature in the chasm must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) thunder
Dexterity saving throw, taking 28 (8d6) lightning damage on a failure, or half as much damage on a success. N5. Svirfneblin Settlement If the nycaloth is in area N7, the characters hear a horrid, rasping
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
impact causes a portion of the ceiling to collapse. Whoever forced the doors open must make a DC 15 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much damage
. Without the steps, climbing the inward-curving wall requires a climbing kit and a successful DC 15 Strength (Athletics) check. The message, scrawled in Old Omuan, states, “True love, faithful general
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
impact causes a portion of the ceiling to collapse. Whoever forced the doors open must make a DC 15 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failed save, or half as much damage
. Without the steps, climbing the inward-curving wall requires a climbing kit and a successful DC 15 Strength (Athletics) check. The message, scrawled in Old Omuan, states, “True love, faithful general
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
into the stone walls and fronted by wood-and-glass doors are stuffed full of rations. Huge windows seal off a pair of alcoves set into the tower walls, and an inward-curving wall between the
activates to fill the room with magical lightning. Each creature in the room must succeed on a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
into the stone walls and fronted by wood-and-glass doors are stuffed full of rations. Huge windows seal off a pair of alcoves set into the tower walls, and an inward-curving wall between the
activates to fill the room with magical lightning. Each creature in the room must succeed on a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage