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Returning 22 results for 'saving stepped'.
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saving stopper
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Monsters
Strixhaven: A Curriculum of Chaos
. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or become engulfed by the groff. While engulfed, the target can’t breathe, is restrained, and
target moves with it. The groff can have only one target engulfed at a time.
An engulfed target can repeat the saving throw at the end of its turns. On a success, the target escapes and enters the nearest
Monsters
Vecna: Eve of Ruin
Resistance (3/Day). If Alustriel fails a saving throw, she can choose to succeed instead.
Special Equipment. Alustriel carries a magic staff known as the Staff of Silverymoon. In the hands of anyone other
);{"diceNotation":"9d12+7", "rollType":"damage", "rollAction":"Reproving Ray", "rollDamageType":"force"} force damage, and if the target is a creature, it must make a DC 22 Charisma saving throw. On a failed save
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Groff Many a Strixhaven student wandering the bayou has stepped on a seemingly mundane patch of moss—only to discover that it was the back of a hungry groff lurking beneath the surface. These shaggy
. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or become engulfed by the groff. While engulfed, the target can’t breathe, is restrained, and takes 10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
famous Moonbridge and cofounded the Lady’s College, the first school in Faerûn for mages as students rather than as apprentices in service. Alustriel stepped down as Silverymoon’s high mage more than
(+6)
CHA
22 (+6)
Saving Throws Con +11, Int +14, Wis +13
Skills Arcana +14, History +14, Insight +13, Religion +14
Damage Resistances radiant
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the dial and fills the 5-foot space directly east of the block. Any creature in this area when the gas is released must make a DC 14 Constitution saving throw, taking 44 (8d10) acid damage on a failed
tiles must be stepped on in the correct sequence (see “Hieroglyphic Floor” below and handout 23 in appendix E). Stepping on the tiles in the wrong order triggers a trap (see “Sphinx Statues” below
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep’s Open Lord ever since. Initially overwhelmed by the
17(+3)
CON
20(+5)
INT
20(+5)
WIS
20 (+5)
CHA
19(+4)
Saving Throws Int +11, Wis +11
Skills Arcana +17, History +17, Insight +11, Perception +11, Persuasion +10
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Complication 1 A 20-foot-tall, papier mâché skeleton puppet walks across the street. Make a DC 10 Dexterity saving throw to avoid being stepped on. On a failed check, you take 5 (2d4) bludgeoning damage
and fall prone. 2 Fireworks go off nearby. Make a DC 10 Constitution saving throw. On a failed save, you are blinded by smoke until the end of your turn. While blinded, your speed is halved. 3 Centaur
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a set of iron jaws that springs shut when stepped on, clamping down on a creature’s leg. The trap is spiked in the ground, leaving the victim immobilized. Trigger. A creature that steps on the bear
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
such as these: Defeating a creature that has stepped out of its place Repairing a significant wound dealt to destiny by the gods’ ambitions Teaching people about Klothys, her nature, and her return Your
advantage on saving throws against being charmed. Klothys’s Disciple Piety 25+ Klothys trait You develop a second sense, allowing you to intuit the tug and pull of destiny. You can’t be surprised, provided
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the floor, a creature that moves across the ground at greater than half its normal speed must succeed on a DC 10 Dexterity saving throw or fall prone. Creatures. The vapor swirling around two of the
creature is restrained. At the start of each of its turns, the restrained creature is drained of blood and must succeed on a DC 15 Constitution saving throw or take 5 (1d10) necrotic damage and have its
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be avoided when the trap goes off. Delay. Some traps are designed to slow
door. If a delaying trap has moving parts that directly threaten characters when they operate, the characters are usually required to make Dexterity saving throws to avoid harm. Restrain. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor of the room. The flowing liquid appears to be cool.
Between the waterways, stepped pyramid-temples rise skyward in mute paean to the gods of ancient Olman. Three of the pyramids appear to have
. When hands are thrust into the treasure, a mechanical vise in the wall of the chest grabs the limbs within. A character must succeed on a DC 15 Dexterity saving throw or become grappled by the device
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature that touches a globe but isn’t its controller must succeed on a DC 15 Strength saving throw or be drawn into the globe and unable to pass back through its boundary. As an action, a trapped
moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked prone. The dragon turtle can’t harm or break the binding chains. The characters can open
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the carrier, the carrier makes requisite Strength and Dexterity checks and saving throws with advantage. Ledges. In a few places, the floor of the shrine rises 7 feet, forming a ledge. No check is
door, magical flames blast out from the walls. Every creature on the terrace when the flames appear must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
north, the other to the south.
The mezzanine creaks loudly when stepped on. Dexterity (Stealth) checks made to cross the mezzanine quietly have disadvantage. C7: Students’ Quarters Students sometimes
spell (save DC 14). On a successful saving throw, the creature resists the spell. On a failed saving throw, the creature is compelled to leave the room empty-handed and not return for 8 hours (the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pressure plate. When pressed or stepped on, it sounds a magic gong that can be heard throughout the sanctum. The alarm can be disabled by someone who makes a successful DC 20 Dexterity check using thieves
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on. Fortify. With 1 minute of work and raw materials, you can make a door or window harder to force
choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion. Craft Hidden Compartment. With 8 hours of work, you can add a hidden compartment
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a DC 16 Dexterity saving throw or take 3 (1d6) piercing damage. The center cylinder’s trap has already been triggered, and a character who examines the floor notices dried blood flecking the dust
damage plus 11 (2d10) poison damage and must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. Treasure. The trapped chest holds 40 gp, 500 sp, and a vial with two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
racial traits: She is Small, and her walking speed is 25 feet. She can move through the space of any Medium or larger creature. She has advantage on saving throws against being frightened. She speaks
the collapsing maze is hit by debris and must make a DC 12 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. Treasure
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, triggers the trap. When triggered, the trap fills the entire room with noxious green gas. Creatures caught in the gas must succeed on a DC 10 Constitution saving throw or cough and choke loudly for 1d4
DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save or half as much on a successful one. Treasure. The incense burner is worth 5 gp, and the silver statue is worth 50 gp
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
intent, the bosuns welcome them to the Lambent Zenith and call for Ilren, who stepped in as the camp’s interim leader when the ship’s first mate fell ill. The githyanki explain that they haven’t heard
creature must succeed on a DC 20 Constitution saving throw or have the poisoned condition for 1 hour. The box contains a Potion of Mind Reading and a journal. The journal belongs to Inda and contains






