Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 15 results for 'saving grasses'.
Other Suggestions:
saving grassy
saving graves
Spells
Xanathar's Guide to Everything
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point
to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth
in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth
in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
)
INT
19(+4)
WIS
20(+5)
CHA
21(+5)
Saving Throws Int +8, Wis +9, Cha +9
Skills Arcana +8, Nature +8, Perception +9
Senses darkvision 60 ft., passive Perception 19
Languages
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
)
INT
19(+4)
WIS
20(+5)
CHA
21(+5)
Saving Throws Int +8, Wis +9, Cha +9
Skills Arcana +8, Nature +8, Perception +9
Senses darkvision 60 ft., passive Perception 19
Languages
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for 1 hour, or until the imbiber wants the effect to end. Until the effect ends, the Tiny character has disadvantage on Strength checks and Strength saving throws, and the character’s weapons deal
about the weather, roosts in a clump of long grasses and might allow characters to hide in her nest if they ask nicely. Any character who tries to hide in one of these locations must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for 1 hour, or until the imbiber wants the effect to end. Until the effect ends, the Tiny character has disadvantage on Strength checks and Strength saving throws, and the character’s weapons deal
about the weather, roosts in a clump of long grasses and might allow characters to hide in her nest if they ask nicely. Any character who tries to hide in one of these locations must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
characters leave the crate alone after they see it, the crate explodes 10 minutes later. When the crate explodes, creatures within 30 feet of it must make a DC 14 Dexterity saving throw, taking 42 (12d6
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
characters leave the crate alone after they see it, the crate explodes 10 minutes later. When the crate explodes, creatures within 30 feet of it must make a DC 14 Dexterity saving throw, taking 42 (12d6
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sickly grasses and wilting wildflowers surround the wide trunk.
R2: Sickly Redwood The bark of this once-regal redwood is sloughing off in sheets, like a snake’s shed skin. Impossibly tall branches
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
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sickly grasses and wilting wildflowers surround the wide trunk.
R2: Sickly Redwood The bark of this once-regal redwood is sloughing off in sheets, like a snake’s shed skin. Impossibly tall branches
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
the elixir exposes the drinker to the same disease that the diseased rat might impart with its bite, except the initial saving throw DC is 15. Northeast Chamber. Extra weapon stores include five
.
Belak is using the galleries to grow aboveground vegetation using the light of luminescent fungus. Creature. A bugbear gardener roams both galleries, tending the grasses for Belak. She is armed with a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
the elixir exposes the drinker to the same disease that the diseased rat might impart with its bite, except the initial saving throw DC is 15. Northeast Chamber. Extra weapon stores include five
.
Belak is using the galleries to grow aboveground vegetation using the light of luminescent fungus. Creature. A bugbear gardener roams both galleries, tending the grasses for Belak. She is armed with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
, triggers the trap. When triggered, the trap fills the entire room with noxious green gas. Creatures caught in the gas must succeed on a DC 10 Constitution saving throw or cough and choke loudly for 1d4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
, triggers the trap. When triggered, the trap fills the entire room with noxious green gas. Creatures caught in the gas must succeed on a DC 10 Constitution saving throw or cough and choke loudly for 1d4