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Returning 35 results for 'saving of released design vecna'.
Magic Items
Dungeon Master’s Guide
Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
Monsters
Monster Manual
that spell again.
Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.
Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can
released. The hag can create a new bag after 7 days.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach
Magic Items
Dungeon Master’s Guide
of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
Magic Items
Dungeon Master’s Guide
The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.
Most believe the lich-god Vecna 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
Magic Items
Forgotten Realms: Adventures in Faerûn
. The target makes a DC 18 Dexterity saving throw, taking (6d6 + 6) Radiant;{"diceNotation":"6d6+6", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage on a failed save
destroyed. Nothing else can harm it. When the crystal is destroyed, all the genies in the crystal are released.
Monsters
Vecna: Eve of Ruin
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60);{"diceNotation":"8d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving
throw and only half damage if it fails, provided it isn’t incapacitated.
Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the
Monsters
Baldur’s Gate: Descent into Avernus
attacks). This extra damage is of the same type as the weapon's damage type.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4;{"diceNotation":"1d4+4","rollType":"roll"} expended charges
ability checks and saving throws made to avoid or end the grappled condition on him.Multiattack. Arkhan makes three weapon attacks.
Fane-Eater (Battleaxe). Melee Weapon Attack: +13;{"diceNotation":"1d20
Monsters
Vecna: Eve of Ruin
frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1
hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.
Special Equipment. Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin
Magic Items
Phandelver and Below: The Shattered Obelisk
You have a +1 bonus to AC while wearing this armor.
This breastplate has a gold dragon motif worked into its design. Created for a human hero of old Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of Dragons.
Eye and Hand of Vecna
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Magic Items
Dungeon Master’s Guide (2014)
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that
Monsters
Quests from the Infinite Staircase
Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Design
Specialization"}): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block.
Lightning Overload. When the android takes lightning
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
":"force"} force damage.Mirrored Damage. In response to being damaged by a creature it can see within 120 feet of itself, the fractine forces that creature to make a DC 16 Constitution saving throw. On
Sword of Kas
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Magic Items
Dungeon Master’s Guide (2014)
When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin
. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich, but as Kas’s
Monsters
Vecna: Eve of Ruin
Legendary Resistance (3/Day). If Tasha fails a saving throw, she can choose to succeed instead.
Magic Resistance. Tasha has advantage on saving throws against spells and other magical effects. (This
target must make a DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Psychic Whip", "rollDamageType":"psychic"} psychic
Dragonguard
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Magic Items
Lost Mine of Phandelver
You have a +1 bonus to AC while wearing this armor.
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Magic Items
Infernal Machine Rebuild
, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under
your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target
Monsters
Tales from the Yawning Portal
material components:
1/day each: charm person, fog cloud, greater invisibility, polymorph (self only)
Magic Resistance. Siren has advantage on saving throws against spells and other magical
Intelligence saving throw or take 13 (3d6 + 3);{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Stupefying Touch","rollDamageType":"psychic"} psychic damage and be stunned until the start of Siren
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage
. Hit: 28 (5d8 + 6);{"diceNotation":"5d8+6","rollType":"damage","rollAction":"Enervating Focus","rollDamageType":"necrotic"} necrotic damage. The target must succeed on a DC 21 Constitution saving throw
Monsters
Eberron: Rising from the Last War
Dual Consciousness. The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Multiattack. The dolgrim makes three attacks
, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Monsters
Spelljammer: Adventures in Space
exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Have a Magical Day!","rollDamageType":"slashing"} slashing damage on
autognome obeys its creator’s commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it
Magic Items
Tasha’s Cauldron of Everything
. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws
. Choose one of the following effects:
Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
Woe. The creature has disadvantage on attack rolls
Magic Items
Vecna: Eve of Ruin
After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time
, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the
Monsters
Acquisitions Incorporated
Fey Ancestry. Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep.
Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma
to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and
Monsters
Spelljammer: Adventures in Space
saving throw, taking 32 (5d12);{"diceNotation":"5d12","rollType":"damage","rollAction":"Drain Vitality","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna
trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul
Magic Items
Guildmasters’ Guide to Ravnica
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can’t use this property again until you finish a long rest.
Monsters
Tomb of Annihilation
damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Magic Items
Keys from the Golden Vault
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
example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
Monsters
Mordenkainen's Fiendish Folio Volume 1
Lurkers in Shadow. Jermlaine are invisible to darkvision.
Magic Resistance. The jermlaine has advantage on saving throws against spells and other magical effects.
Vermin Friend. The jermlaine can
, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear invisible to darkvision. Part of the jermlaine's anger comes from
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
their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.
Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships
Magic Items
Dragonlance: Shadow of the Dragon Queen
This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning
mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A
Brain in a Jar
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monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
","rollAction":"Mind Blast"}. The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4);{"diceNotation":"3d8