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Returning 35 results for 'saving of resolves down vapor'.
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Spells
Player’s Handbook
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
safe—or empty. Mist horrors are animate clouds of vapor, barely perceptible within the Mists. In the presence of creatures, these vaporous terrors take the shape of their viewers&rsquo
harmless vapor.PoisonBludgeoning, Piercing, SlashingInstill Dread (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Instill Dread"}. Wisdom Saving Throw: DC 13, each creature in
Monsters
The Book of Many Things
succeed on a DC 17 Wisdom saving throw or have the charmed condition until the start of Hulgaz’s next turn.
Brimstone Vapor (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Brimstone Vapor"}. Hulgaz exhales a 30-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition for
monsters
safe—or empty. Mist horrors are animate clouds of vapor, barely perceptible within the Mists. In the presence of creatures, these vaporous terrors take the shape of their viewers&rsquo
harmless vapor.PoisonBludgeoning, Piercing, SlashingInstill Dread (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Instill Dread"}. Wisdom Saving Throw: DC 13, each creature in
Gust of Wind
Legacy
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Spells
Basic Rules (2014)
saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust
disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent
Monsters
Candlekeep Mysteries
Legendary Resistance (3/Day). If Nintra fails a saving throw, she can choose to succeed instead.Multiattack. Nintra makes two attacks.
Claw. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
","rollType":"damage","rollAction":"Shard of Shadow","rollDamageType":"necrotic"} necrotic damage, and if the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned until the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
and creates a magical gust of wind around the target, who must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (Costs 2
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it
Monsters
Quests from the Infinite Staircase
vapor in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition. A poisoned creature must repeat the saving throw at the end of its
within the garden.
Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead.
Unfettered Steps. The Gardener is unaffected by difficult
Monsters
Van Richten’s Guide to Ravenloft
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Unspeakable Horror
Legacy
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monsters
Van Richten’s Guide to Ravenloft
saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next
Monsters
Van Richten’s Guide to Ravenloft
damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType
Monsters
Van Richten’s Guide to Ravenloft
succeed on a DC 15 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
True Polymorph
Legacy
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Spells
Basic Rules (2014)
duration, the spell lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn
’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gorgon Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor. Horrific Structure. A gorgon’s iron plates range from
, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
vapor. If the panel is opened or X01 is deliberately damaged, read the following: The modron jolts up and, with a voice like a klaxon, shouts, “Wrong! All wrong! Outlands: overrun! Great Wheel: at
risk! Advisement: full planar realignment! Highest alert!” The modron continues issuing such dire reports. As it does, wisps of green vapor leak from its mouth, eyes, and seams. Gradually this vapor
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Ravenloft Play-Along Pack
Mist Horror Shapeless Stalker in the Mists Habitat: Any; Treasure: None The Mists separating the Domains of Dread are far from safe—or empty. Mist horrors are animate clouds of vapor, barely
in the way that terrifies them most. A mist horror outside the Mists swiftly loses cohesion and collapses into harmless vapor. Mist Horror Large Undead, Chaotic Evil
AC 13 Initiative +2 (17)
HP 45
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Mist Horror Shapeless Stalker in the Mists Habitat: Any; Treasure: None Irina Nordsol The Mists separating the Domains of Dread are far from safe—or empty. Mist horrors are animate clouds of vapor
horror sees it in the way that terrifies them most. A mist horror outside the Mists swiftly loses cohesion and collapses into harmless vapor. Mist Horror Large Undead, Chaotic Evil
AC 13 Initiative
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from
you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from
you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) poison damage, and the target must succeed on a DC 17 Wisdom saving throw or have the charmed condition until the start of Hulgaz’s next turn.
Brimstone Vapor (Recharge 5–6). Hulgaz exhales a 30
-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and has a faint green tinge. This mist is 50 feet thick and extends 100 feet from the cliff wall. Creatures that enter the mist must succeed on a DC 15 Constitution saving throw or become infected
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, swirling into forms vaguely resembling people. On the foredeck, a figure resolves from the cloudiness—a transparent, rough-looking sailor in crusty scale mail, whose eyes blaze.
The name Girscamen is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. It carries the marks of its death on its body: a wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard
23 (+6)
DEX
9 (−1)
CON
21 (+5)
INT
9 (−1)
WIS
11 (+0)
CHA
18 (+4)
Saving Throws Con +9, Wis +4
Skills Athletics +10, Perception +4
Damage Vulnerabilities fire
Damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
full duration, the spell lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds
and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration, the spell lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it
companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent, you no
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Gardener exhales soporific vapor in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition. A poisoned creature must repeat the
15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
potentially lethal herb. If characters do nothing, the steeping drakeswort fills the pagoda with poisonous vapor, and the dao encloses the pagoda in a wall of stone (including the roof), trapping the
attempts and enjoys watching their suffering. For the next 3 minutes (30 rounds), creatures inside the pagoda (except the dao in his magic jar) must make a DC 13 Constitution saving throw against poison at
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Mist horrors can’t persist for long outside the Mists: after 1d4 rounds outside the Mists, they lose cohesion and collapse back into harmless vapor. Body Composition d4 Body
1 Aberrant
Points 95 (10d10 + 40)
Speed 40 ft.
STR
21 (+5)
DEX
13 (+1)
CON
19 (+4)
INT
3 (−4)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws Con +7, Wis +5
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
drakeswort, a potentially lethal herb. If characters do nothing, the steeping drakeswort fills the pagoda with poisonous vapor, and the dao encloses the pagoda in a wall of stone (including the roof
’ escape attempts and enjoys watching their suffering. For the next 3 minutes (30 rounds), creatures inside the pagoda (except the dao in his magic jar) must make a DC 13 Constitution saving throw against
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
)
CON
20 (+5)
INT
17 (+3)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, History +8, Perception +10
Damage