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Returning 35 results for 'saving of reached down visual'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be
have perished in the wilderness had Levistus not intervened on their behalf. The cultists’ stories are all the same: the archdevil reached out to them in their minds as they were freezing to death
Magic Items
The Wild Beyond the Witchlight
This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.
While holding the rose by its
’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
’ stories are all the same: the archdevil reached out to them in their minds as they were freezing to death, offering a second chance at life in exchange for their absolute devotion. After they
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If Velomachus fails a saving throw, she can choose to succeed instead.Multiattack. Velomachus makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18
"}. Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 45 (7d12);{"diceNotation":"7d12","rollType
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
", "rollType":"damage", "rollAction":"Psychic Rend", "rollDamageType":"psychic"} psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn’t require
dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with
Equipment
Sabalites longirhachis was a tall, thin, large-leaved palm tree that reached up to 45 ft. in height. It possibly produced bunches of small dry berry-like fruits, but these would have been extremely
structures.
Synaptic Regulator. The small dry fruits that this plant produces have a bitter taste and cause a creature to feel nauseous for a few minutes if consumed. However, they also stimulate the nervous system and provide that creature Advantage on Intelligence Saving Throws for the next 24 hours.
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
", "rollType":"damage", "rollAction":"Psychic Rend", "rollDamageType":"psychic"} psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
;Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Special Equipment. The elf wears a suit of elven
from the elf’s hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Spells
Xanathar's Guide to Everything
;You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit
is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them
Magic Items
Baldur’s Gate: Descent into Avernus
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a
’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Sentience
Senses
Legacy
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Rules
monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Chromatic Rose Wondrous Item, Rare This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the
cold, as dictated by the rose’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
truesight can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Greater Zombie Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater
undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
4 (–3)
WIS
6 (–2)
CHA
6 (–2)
Saving
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
portion of the wall crumbles, and any creature on the walkway must attempt a DC 17 Dexterity saving throw. On a failed save, the creature is pushed off the walkway into the chute. The chute drops 60
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
portion of the wall crumbles, and any creature on the walkway must attempt a DC 17 Dexterity saving throw. On a failed save, the creature is pushed off the walkway into the chute. The chute drops 60
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
belfry. No rope hangs from the bell, which appears to be made of untarnished copper. The belfry can be reached from outside by climbing the outer walls and rooftop, which requires a successful DC 15
can use them to detach the bell from the beam in 1 minute. Any creature under the bell when it falls must succeed on a DC 12 Dexterity saving throw to get out of the way, or take 14 (4d6) bludgeoning damage. The gold bell is worth 2,500 gp.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
ft.
STR
15 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
8 (−1)
CHA
19 (+4)
Saving Throws Dex +7, Cha +7
Skills Perception +5
Damage Resistances psychic
Condition
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the dragon to elevate her power. Aerstigga ambushed Ralvald shortly after the group reached the lair, gravely wounding her brother, then moved deeper into the lair with her followers. Three giants
remained with Ralvald, stanching his wounds and saving his life. Ralvald and his loyal giants occupy the southeastern caverns of the lair (areas D3–D5). As the despondent Ralvald nurses his wounds, he
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement
is 30 feet. Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws. Tireless Precision. You are proficient in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
before or create flexible mindsets that allow people to shift their plans effectively when the unexpected occurs. Velomachus’s spells, legendary actions, and breath weapon are accompanied by visual
)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws Dex +10, Con +17, Wis +13, Cha +12
Skills Arcana +18, History +18, Investigation +18, Perception +13
Damage Immunities thunder
Senses
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters swear on their mortal souls not to harm her once her information is divulged. Any character who reneges on the agreement contracts slimy doom, as though he or she had failed a saving throw
against the contagion spell. The hag reveals the following information (and nothing more) once an agreement is reached: “Hidden on this level of the dungeon is a library of lost lore, guarded by an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of
you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
easily if any pushing force is applied to it, and a creature that does so stumbles into the pit on the other side unless it succeeds on a DC 15 Dexterity saving throw. If a door isn’t violently pushed
door and pit have been reached, the characters will certainly expect the pit, and will be likely to bypass and ignore it. This carelessness would prevent them from examining the pit from within. On the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the walls of a chute that glows in the dark. The chimney can be reached by someone who climbs on the shoulders of another character, but to enter it, the character must brace back and legs against
succeed on a DC 15 Strength saving throw or be pushed 5 feet off the top of the hill and knocked prone. If a creature slips, roll a d4 to see which direction it rolls off the hill. Burning Sands. Any