Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'saving of reality down vines'.
Other Suggestions:
saving of reality down view
saving of rarity down vile
saving of rarity down view
saving of reality down vine
saving of rarity down vind
Spells
Player’s Handbook
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained
condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a
Spells
Player’s Handbook
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
Monsters
Monster Manual
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
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
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollAction":"Constricting Vine"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12) from one of three vines.
Entangling Vines (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Entangling Vines"}. Grasping vines momentarily appear on each enemy in a 10-foot-radius Sphere centered on a point of the blight’s
Monsters
Lorwyn: First Light
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
Monsters
Lorwyn: First Light
incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes three attacks, using Bite or Miasmic Globule in any combination.
Bite. Melee Attack
Stampede. The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 18
Monsters
Tomb of Annihilation
":"poison"} poison damage at the start of each of its turns. The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15
-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be
Magic Items
Bigby Presents: Glory of the Giants
grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by
spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff
Ensnaring Strike
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or
be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by
Monsters
Planescape: Adventures in the Multiverse
Dexterity saving throw, taking 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Life-Draining Vines", "rollDamageType":"slashing"} slashing damage on failed save, or half as much damage
-Draining Vines (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Life-Draining Vines"}. Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12
Monsters
Candlekeep Mysteries
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all
":"poison"} poison damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
Magic Items
Divine Contention
combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions).
Each use of the
artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1-4
Monsters
Strixhaven: A Curriculum of Chaos
students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and
natural reality.
Quandrix Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Van Richten’s Guide to Ravenloft
15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is
make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving
Monsters
Van Richten’s Guide to Ravenloft
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Monsters
Spelljammer: Adventures in Space
these parasites, which it doesn’t mind. An extremely old or sick kindori can be identified by the overgrowth of vines and vegetation on it.
The bones and cartilage of a dead kindori do not
":"Flashing Eyes"}. The kindori emits bright light in a 120-foot cone. Each creature in the cone must succeed on a DC 14 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
Monsters
Strixhaven: A Curriculum of Chaos
Theorem"}. The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the
the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell’s formation. The creature must succeed on a DC 15 saving throw using the
Magic Items
Tasha’s Cauldron of Everything
cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Monsters
Vecna: Eve of Ruin
Bramble Walk. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against
":"damage", "rollAction":"Poisonous Thorn", "rollDamageType":"poison"} poison damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the poisoned condition until
Vine Blight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
","rollType":"recharge","rollAction":"Entangling Plants"}. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is
difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A
Entangle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature
in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to
Unspeakable Horror
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Van Richten’s Guide to Ravenloft
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
(5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails
Monsters
Van Richten’s Guide to Ravenloft
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Greater Star Spawn Emissary
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual Nature. The emissary doesn’t require air, food, drink, or sleep.Multiattack. The
23 Dexterity saving throw, taking 55 (10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Unearthly Bile","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on
monsters
Resistance (2/Day, or 3/Day in Domain). If Ivan fails a saving throw, he can choose to succeed instead.Multiattack. Ivan makes two Foreleg attacks. He can replace one attack with a use of Deadly
":"Foreleg", "rollDamageType":"Piercing"} Piercing damage.
Deadly Contraption. Dexterity Saving Throw: DC 15, one creature Ivan can see within 30 feet. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If Tanazir fails a saving throw, she can choose to succeed instead.Multiattack. Tanazir makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
","rollType":"recharge","rollAction":"Diminution Breath"}. Tanazir exhales a weakening equation in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a
monsters
Legendary Resistance (3/Day, or 4/Day in lair). If the emissary fails a saving throw, it can choose to succeed instead.Multiattack. The emissary makes three attacks, using Lashing Maw or Invert Flesh
"} Acid damage.
Invert Flesh. Constitution Saving Throw: DC 21, one creature the emissary can see within 120 feet. Failure: 29 (4d10 + 7);{"diceNotation":"4d10+7", "rollType":"damage", "rollAction
monsters
Saving Throw: DC 15, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. While Frightened in this way, the target has the
)", "rollDamageType":"Psychic"} damage (horror’s choice).Warp Mind. Trigger: A creature the horror can see within 120 feet of itself takes the Study action or makes a Constitution saving throw to
monsters
; that mouther is destroyed.
Legendary Resistance (3/Day, or 4/Day in Lair). If the emissary fails a saving throw, it can choose to succeed instead.Multiattack. The emissary makes two attacks, using
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Unearthly Bile"}. Dexterity Saving Throw: DC 23, each creature in a 30-foot-radius Sphere centered on a point the emissary can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead.Multiattack. The balhannoth makes one Bite attack and two Tentacle attacks.
Bite. Melee Weapon
roll.Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful