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Returning 35 results for 'saving of reduces degrees vile'.
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Magic Items
Dungeon Master’s Guide
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.
In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.Claw. Melee Attack
Spells
Player’s Handbook
targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing
Monsters
Monster Manual
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful
Monsters
Monster Manual
Saving Throw: DC 11, one creature directly underneath the piercer. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Drop. The piercer falls", "rollDamageType":"Piercing"} Piercing damage. Failure or Success: The piercer reduces any damage it takes from the fall by 20.
Monsters
Monster Manual
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful
Monsters
Monster Manual
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful
):
Paralyzing Ray. Constitution Saving Throw: DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
Monsters
Monster Manual
Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.Tentacles. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
creature, it has the Grappled condition (escape DC 14) from all the mind flayer’s tentacles, and the target has the Stunned condition until the grapple ends.
Extract Brain. Constitution Saving
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
", "rollAction":"Mutating Claw", "rollDamageType":"Poison"} Poison damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. Constitution Saving Throw: DC 15
Monsters
Monster Manual
Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.Multiattack. The mind flayer makes three Arcane Tentacles attacks.
Arcane Tentacles. Melee
liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.
Mind Burst (Recharge 5–6);{"diceNotation":"1d6
Monsters
Monster Manual
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
Monsters
Monster Manual
"}. Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6
);{"diceNotation":"1d10+6", "rollType":"roll", "rollAction":"Deflect Missile"}, and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17
Monsters
Monster Manual
: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
Death Ray. Dexterity Saving Throw: DC 17. Failure: 55 (10d10
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
Monsters
Monster Manual
or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust. 10: Death Ray. Dexterity Saving Throw: DC 16. Failure: 55 (10d10);{"diceNotation":"10d10
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
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
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
Breath"}. Dexterity Saving Throw: DC 13, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType
gatekeeper of the Hellfire Games’ final challenge.
Raised by vile magic from the corpse of a beheaded black dragon, the demodragon is the picture of its creator: an abomination with three
Monsters
Forgotten Realms: Heroes of Faerûn
Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit
Monsters
Dungeon Masters: Zombie Clot Play-Along Pack
Deathly Stench. Constitution Saving Throw: DC 14, any creature that starts its turn in a 10-foot Emanation originating from the zombie. Failure: 9 (2d8);{"diceNotation":"2d8", "rollType":"damage
", "rollAction":"Deathly Stench", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of its next turn.
Undead Fortitude. If damage reduces the zombie to 0
Magic Items
Forgotten Realms: Heroes of Faerûn
Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit. On
Monsters
Astarion's Book of Hungers
Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter
smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled
Magic Items
Forgotten Realms: Adventures in Faerûn
Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit. On
Magic Items
Keys from the Golden Vault
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
Magic Items
The Book of Many Things
DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.
spells
Player’s Handbook
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or
Caltrops (bag of 20)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this
turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Chimera
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving
a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack.
Diseased Giant Rat
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or
":"roll","rollAction":"Bite"} every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.Some giant rats carry vile diseases that they spread with their bites.
monsters
, constricting and smothering victims using their elastic bodies. Alternatively, necromancers might create boneless to serve as stealthy assassins.
Vile magic-users might order a boneless to hang like a
grotesque banner or adorn a skeleton or zombie. When foes approach, the boneless peels away from its surroundings or undead ally to face them.PoisonBludgeoningUnraveling Flesh (1/Day). Wisdom Saving Throw
Equipment
saving throw or be cursed with mummy rot. The cursed creature can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the
Monsters
Waterdeep: Dragon Heist
has advantage on saving throws against spells and other magical effects.
Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13
Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Flame Tongue. Melee Weapon Attack
Monsters
Storm King's Thunder
Legendary Resistance. Once per day, when he fails a saving throw, he can choose to succeed instead.
Equipment. Harshnag wears plate, +3;+3 plate armor and wields Gurt's greataxe. The axe sheds light
as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.Multiattack. Harshnag makes two greataxe attacks.
Gurt's Greataxe