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Returning 35 results for 'saving fluid'.
Monsters
Strixhaven: A Curriculum of Chaos
Dexterity saving throw, taking 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Lightning Flourish", "rollDamageType":"lightning"} lightning damage on a failed save, or half as
will: minor illusion
2/day each: fog cloud, gust of wind, mage armorProfessors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next
turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour.Multiattack. The leucrotta makes one Bite attack and one Hooves attack.
Bite. Melee Weapon Attack
Monsters
Icewind Dale: Rime of the Frostmaiden
cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.Ice trolls have all the meanness and hunger of common
patch of brown mold (see the Dungeon Master’s Guide). This effect lasts until the heart is destroyed.
A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the
Monsters
Princes of the Apocalypse
through that space.
Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to
has advantage on saving throws against spells and other magical effects.Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
monsters
":"recharge", "rollAction":"Infested Spray"}. The surgeon unleashes a spray of worm-ridden cerebral fluid. Dexterity Saving Throw: DC 14, each creature in a 20-foot Cone. Failure: 17 (5d6
: The parasite worm emerges from the surgeon’s exposed brain and spits acid—Dexterity Saving Throw: DC 14, each creature in a 20-foot-long, 5-footwide Line. Failure: 10 (3d6);{"diceNotation
magic-items
This armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and contaminated
your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating Frozen Armor
magic-items
This breastplate channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
, Dexterity, and Charisma attack rolls, ability checks, and saving throws.
If damage reduces you to 0 Hit Points, you must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the
sunlight.
Crafting. Creating a Vampire Blood Potion requires a Very Rare Workshop and the following Very Rare Components.
[Animus] Undead Animus
[Dust] Undead Dust from any Vampire
[Fluid] Ectoplasm
[Fluid] Monster Blood from a Vampire
magic-items
This plate armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
This splint armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
This studded leather armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming
. When you are hit by a melee attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen
magic-items
This chain shirt channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
This hide armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
This ring mail channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating Frozen
magic-items
This chain mail channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
This half plate armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
by a melee attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15
magic-items
This padded armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
These light gauntlets are made from cloth woven from the hair of a fiend and reinforced with the scales of a dragon. The gauntlets are washed with an alchemical formula made from elemental fluid and
expend 2 charges from the gauntlets to cast the Shield spell.
You can expend 10 charges from the gauntlets to cast Destructive Wave or Wall of Force, using your monk's focus saving throw DC.
Crafting
magic-items
This leather armor channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
melee attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting
magic-items
This scale mail channels cold energy through carefully manufactured veins of elemental fluid that run along the inside of its frame. Elemental dust is mixed with the gold in its forming, and
, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
the dust of a fey creature which grants it a powerful anti-charm effect powered by an animus.
While wearing this cape, you have Advantage on saving throws against the Charmed and Frightened
conditions.
Crafting. Creating a Hazewind Cape requires an Uncommon Workshop and the following Uncommon Components:
Animus from aHarpy[/monsters]
[Dust] Fey Dust
[Fluid] Monster Blood from a Harpy
[Hair] Feathers from a Harpy
[Hide] Skin
magic-items
a DC 15 Constitution saving throw. On a failed save, it is Weakened until the start of your next turn.
Immobilizing. The target must make a DC 15 Strength saving throw. On a failed save, it is
Immobilized until the start of your next turn.
Crafting. Creating an Injector’s Light Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
magic-items
This bright orange fluid is stored in a syringe and charged with arcane magic. You can use a Utilize action to administer the shot directly to the heart of yourself or another willing creature.
You
are protected against Contamination for six hours after receiving a dose of Aqua Expurgo. During this time, whenever you fail a saving throw against an effect which would cause you to gain one or more
magic-items
DC 15 Constitution saving throw. On a failed save, it is Weakened until the start of your next turn.
Immobilizing. The target must make a DC 15 Strength saving throw. On a failed save, it is
Immobilized until the start of your next turn.
Crafting. Creating an Injector’s Hand Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
magic-items
Constitution saving throw. On a failed save, it is Weakened until the start of your next turn.
Immobilizing. The target must make a DC 15 Strength saving throw. On a failed save, it is Immobilized until
the start of your next turn.
Crafting. Creating an Injector’s Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
magic-items
natural magic found in the elements of nature.
While holding this magic spear, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving
and the following Very Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this trident, you can expend a Ranger spell
and the following Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this war pick, you can expend a Ranger
Workshop and the following Very Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this warhammer, you can expend a Ranger
Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this warhammer, you can expend a Ranger
Rare Workshop and the following Very Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
natural magic found in the elements of nature.
While holding this magic whip, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving
the following Legendary Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this battleaxe, you can expend a Ranger
Rare Workshop and the following Very Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
saving throw DCs of your Ranger spells. In addition, you can use the weapon as a Spellcasting Focus for your Ranger spells.
When you hit with an attack using this blowgun, you can expend a Ranger spell
Workshop and the following Very Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
natural magic found in the elements of nature.
While holding this magic dart, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving
the following Legendary Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
natural magic found in the elements of nature.
While holding this magic flail, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving
and the following Legendary Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark