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Returning 35 results for 'saving flit'.
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Spells
Player’s Handbook
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral
Spells
Player’s Handbook
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters
the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A
Monsters
Fizban's Treasury of Dragons
images flit through the dragon’s lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following
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
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
Spirit Guardians
Legacy
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Spells
Basic Rules (2014)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are
creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral
monsters
feet of them. If the target can see the wisp, it is subjected to the following effect. Wisdom Saving Throw: DC 13. Failure: The target can’t take Bonus Actions or Reactions until the end of
flickerwisps grow too hungry and are compelled to flit closer, confuse their prey, and glut on the raw emotions. Flickerwisps do their best to swoop away before death occurs, and the most skilled of these
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit
can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, harmless shadows flit strangely among the trees. The breeze carries whispers of “Beware, beware!” and “Her legacy returns!” An additional haunting is described in area R8. Light Sunlight fills the grove
wide and only a few inches deep. However, draconic magic has tainted the water. A creature that drinks from the stream must succeed on a DC 12 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition for 1 hour.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit
can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, harmless shadows flit strangely among the trees. The breeze carries whispers of “Beware, beware!” and “Her legacy returns!” An additional haunting is described in area R8. Light Sunlight fills the grove
wide and only a few inches deep. However, draconic magic has tainted the water. A creature that drinks from the stream must succeed on a DC 12 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition for 1 hour.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Woodland Beings Level 4 Conjuration (Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit
can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spirit Guardians Level 3 Conjuration (Cleric) Casting Time: Action
Range: Self
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
Protective spirits flit around
or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spirit Guardians Level 3 Conjuration (Cleric) Casting Time: Action
Range: Self
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
Protective spirits flit around
or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spirit Guardians Level 3 Conjuration (Cleric) Casting Time: Action
Range: Self
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
Protective spirits flit around
or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
shapes flit in the smoke.
The adventurers detect the fire when it is 500 feet away. It covers a front of about 200 feet. At the start of each round, the fire advances 2d6 × 10 feet. Smoke renders the
fire and needs to breathe, it must also succeed on a DC 10 Constitution saving throw or be incapacitated from smoke inhalation until the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
shapes flit in the smoke.
The adventurers detect the fire when it is 500 feet away. It covers a front of about 200 feet. At the start of each round, the fire advances 2d6 × 10 feet. Smoke renders the
fire and needs to breathe, it must also succeed on a DC 10 Constitution saving throw or be incapacitated from smoke inhalation until the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
initiative ties), one of the five geysers erupts; you choose which geyser. When a geyser erupts, all creatures within 5 feet of the geyser must make a DC 18 Dexterity saving throw, taking 44 (8d10) force
damage on a failed save or half as much damage on a successful one. Lighting Strange multicolored lights flit through the caverns of Pandesmos, casting the area in dim light at all hours.
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->Vecna: Eve of Ruin
initiative ties), one of the five geysers erupts; you choose which geyser. When a geyser erupts, all creatures within 5 feet of the geyser must make a DC 18 Dexterity saving throw, taking 44 (8d10) force
damage on a failed save or half as much damage on a successful one. Lighting Strange multicolored lights flit through the caverns of Pandesmos, casting the area in dim light at all hours.
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->Waterdeep: Dungeon of the Mad Mage
light that flit about like moths.
Golem. Swinging ineffectually at the lights is a stone golem that has stone mallets at the end of its arms instead of hands.
The hammer-handed golem is carved to
Constitution saving throw or be stunned until the end of its next turn. A character disguised as Halaster can make a Charisma (Deception) check contested by the golem’s Wisdom (Insight) check, with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
light that flit about like moths.
Golem. Swinging ineffectually at the lights is a stone golem that has stone mallets at the end of its arms instead of hands.
The hammer-handed golem is carved to
Constitution saving throw or be stunned until the end of its next turn. A character disguised as Halaster can make a Charisma (Deception) check contested by the golem’s Wisdom (Insight) check, with
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bavlorna Blightstraw Younger than Skabatha and older than Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of
30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
18 (+4)
INT
16 (+3)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Con +7, Int +6, Wis +4, Cha +5
Skills Arcana +9
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bavlorna Blightstraw Younger than Skabatha and older than Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of
30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
18 (+4)
INT
16 (+3)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Con +7, Int +6, Wis +4, Cha +5
Skills Arcana +9
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in the cavern chosen by the DM. Creatures in the area must make a DC 16 Constitution saving throw. A creature takes 55 (10d10) poison damage and is poisoned for 1 hour on a failed save, or takes half
a DC 16 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in the cavern chosen by the DM. Creatures in the area must make a DC 16 Constitution saving throw. A creature takes 55 (10d10) poison damage and is poisoned for 1 hour on a failed save, or takes half
a DC 16 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition
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->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->Tomb of Annihilation
-life stone faces are mounted between the arches.
A wild profusion of plants grows on the upper terraces, and multicolored parrots and canaries flit and sing among them. To the north, a dilapidated
naturally in the surrounding jungle. Unfamiliar flowers, towering ferns, and even stranger plants resembling giant pine cones or lily pads spread and tangle everywhere. Bright canaries flit between
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-life stone faces are mounted between the arches.
A wild profusion of plants grows on the upper terraces, and multicolored parrots and canaries flit and sing among them. To the north, a dilapidated
naturally in the surrounding jungle. Unfamiliar flowers, towering ferns, and even stranger plants resembling giant pine cones or lily pads spread and tangle everywhere. Bright canaries flit between
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