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Returning 35 results for 'saving of inert barred'.
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Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Magic Items
Waterdeep: Dragon Heist
creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
Magic Items
The Book of Many Things
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
way, your body is inert and doesn’t age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body.
Monsters
Bigby Presents: Glory of the Giants
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects
", "rollType":"damage", "rollAction":"Stomp", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or have the
Monsters
Acquisitions Incorporated
telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language.
Fey Ancestry. K'thriss has advantage on saving throws against being
relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching “beard” is actually a slow-growing colony of inert spores that K'thriss
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
, he can choose to succeed instead.
Magic Resistance. Nafas has advantage on saving throws against spells and other magical effects.
Noble Genie. Nafas doesn’t suffer any of the penalties that
Magic Items
Lost Laboratory of Kwalish
advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unconscious [Condition] While you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you’re holding
. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
enters a square adjacent to a tree trunk, the tree attempts to snare the character. That character must succeed on a DC 13 Strength saving throw or have the Grappled condition (escape DC 13). If that
tree takes any damage, it goes inert and releases any Grappled characters. Webbed. The webbed areas act as if covered by a Web spell for creatures other than spiders.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Unconscious [Condition] While you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you’re holding
. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert.
Magic Items
Tasha’s Cauldron of Everything
the servant to make one Destructive Fist attack against that creature.
While there are no attuned creatures inside the servant, it is an inert object.
Ghost in the Machine. Upon his death, the
on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Nematode The Nematode is unique among the floating nodules; it is an animate if lethargic creature, akin to a brain parasite on a massive scale, rather than an inert nodule. It is mostly inert
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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
19(+4)
INT
14(+2)
WIS
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
Inert. When not inhabited by an eidolon, the statue is an object.
Actions
Multiattack. The statue
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
appears in an unoccupied space within 5 feet of the statue.
Inert. When not inhabited by an eidolon, the statue is an object.
Actions
Multiattack. The statue makes two slam attacks.
Slam
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
select this species
Speed: 30 feet
As a Warforged, you have these special traits.
Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or
. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
(1d12) damage and must succeed on a DC 15 Constitution saving throw or contract a disease called super-tetanus (see below). The walls, ceiling, and floor of the area between the pits are covered with a
substance that is totally frictionless. This silvery stuff is inert and utterly unaffected by any force, magical or otherwise. Anything that alights on the surface will move in the direction of its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature is willing to fight, have it make a DC 10 Wisdom saving throw before Initiative is rolled. You can set the DC higher or lower if you like. On a failed save, the creature either flees or tries to
parley with the enemy (see “Avoiding or Ending a Fight” below). On a successful save, the creature is willing to fight. When dealing with a group of creatures, the leader makes this saving throw on
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian: the first runic colossus. A runic colossus stands 30 feet tall. It regards all
saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Actions
Multiattack. The colossus makes two Slam attacks and then
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
energy. Each time the statue flares, every fiend within 30 feet of it must make a DC 15 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful
any aid the characters provide. Illumination. Torches burning in sconces brightly light the temple’s interior. Barred Entrance. An oak double door serves as the temple’s entrance and is barred from
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with iron handles and well-oiled hinges. Some doors have locks or barred windows set into them, as noted in the text. A character can use thieves’ tools to pick a door’s lock with a successful DC 15
Challenge 4 (1,100 XP)
Dark Devotion. Thalamra has advantage on saving throws against being charmed or frightened.
Devil’s Sight. Thalamra can see normally in darkness, both magical and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shard of glass stands in any window. All the windows are barred with planks, each one marked with stains of evil omen. Characters who survey the grounds can, with a successful DC 11 Wisdom (Perception
(LG female human noble with 14 hit points), the adopted daughter of the burgomaster, is inside the mansion and won’t open the heavily barred door to anyone unless she is convinced that those outside
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
defenders. As a bonus action, Y’demi or the spectator can make the kites attack intruders. Damaging an inert kite also activates it, as does attacking the line of entrails that attaches the kite to
. If the sigil detonates, each creature in the cave must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 18 (4d8) bludgeoning damage and is knocked prone and restrained by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
on a DC 15 Constitution saving throw or fall unconscious for 1 hour. The effect ends on a creature that takes damage. 62D. Secret Room The secret door to this room spans the entire wall and can’t be
named the juggernaut after Napaka, a dead Omuan queen (see area 53). If the characters enter the room through the crawlway and haven’t yet awakened the juggernaut, it remains inert and does not attack
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow’s hair jet-black. His matching “beard” is actually a slow-growing colony of inert
11 (+0)
CHA
18 (+4)
Saving Throws Str +0, Dex +3, Con +2, Int +3, Wis +3, Cha +7
Skills Arcana +4, Insight +2, Investigation +4, Perception +2, Religion +4
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
her feet to fight off the cold. Barred Openings. Vertical iron bars spaced 6 inches apart are embedded in the stone frames of three 5-foot-tall rectangular openings. As an action, a character can try
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect, causing all the stacks to fall. Each creature on the floor of the room when the stacks topple must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked
. Once the double doors are barred shut, only a siege engine or a creature that has the Siege Monster trait can force them open. 19b. Cold Storage This area extends under area 18b, as indicated on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Goblin
CR 6 (XP 2,300; PB +3)
Traits
Aura of Authority. While in a 30-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws
through a ritual that uses the mage’s blood. Each homunculus shares a telepathic bond with the mage who created it and loyally serves its creator. A homunculus is reduced to inert material if its creator
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
)
STR
7 (−2)
DEX
8 (−1)
CON
9 (−1)
INT
14 (+2)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire
the sacred statue’s stat block in place of its own.
Turn Resistance. The eidolon has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The eidolon doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
WIS
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the sacred statue’s statistics in place of its own.
Turn Resistance. The eidolon has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
38. Barred Pit The walls of the passage glow magenta, bathing the corridor with a ghastly hue. After fifteen feet, the floor drops away to a pit that fills the hallway ahead. The pit is twenty-five
upward against anyone attempting to traverse the bars. A creature balancing on a bar when it is hit by thorns must make a Dexterity saving throw with a DC of 6 + the damage taken. If the saving throw fails
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
brackets protrude from the walls under the reliefs.
To disarm the puzzle cube trap in area 19E, the magic torches from that room must be placed in the brackets in this hall. Barred Secret Door. A
character who searches the walls and succeeds on a DC 17 Wisdom (Perception) check spots a secret door just inside the entrance. The door is triple-barred from the west side. It can’t be opened manually