Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'saving suffers adventure'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        spring suffer adventure
                                    
                                
                                    
                                        saving suffer adventures
                                    
                                
                                    
                                        saving suffer adventure
                                    
                                
                        
                    
                
                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Ingested Poison
A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasnât
                                                
                                            
                                                
                                                     been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Fire.
Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                     can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spellâs stress. Once the efreeti has cast it three times, the efreeti canât do so again
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage, and the target suffers one of the following effects of the pirateâs choice:
Awestruck. The target has the Charmed condition
                                                
                                            
                                                
                                                     start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirateâs next turn, the targets have Advantage on attack rolls and saving throws.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature, the marid suffers none of the spellâs stress. Once the marid has cast it three times, the marid canât do so again for 365 days.Multiattack. The marid makes three Aquatic Lash attacks
                                                
                                            
                                                
                                                     Jet. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType":"damage", "rollAction":"Water Jet", "rollDamageType":"Cold
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
                                                
                                            
                                                
                                                     commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
                                                
                                            
                                                
                                                    Animal Lordship. An animal lord represents a Forager (DMâs choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Choose
                                                
                                            
                                                
                                                     one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
The target has Disadvantage on attack rolls against you.
In combat, the target must succeed on a
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
                                                
                                            
                                                
                                                    Animal Lordship. An animal lord represents a Hunter (DMâs choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers one of the following
                                                
                                            
                                                
                                                    Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     its Hit Points somewhere on the Plane of Earth.
Magic Resistance. The dao has Advantage on saving throws against spells and other magical effects.
Wishes. The dao has a 30 percent chance of knowing
                                                
                                            
                                                
                                                     dao suffers none of the spellâs stress. Once the dao has cast it three times, the dao canât do so again for 365 days.Multiattack. The dao makes three Earthen Maul attacks or two Earth
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
                                                
                                            
                                                
                                                    -foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Air.
Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects.
Wishes
                                                
                                            
                                                
                                                     understand. If the djinni casts the spell for the creature, the djinni suffers none of the spellâs stress. Once the djinni has cast it three times, the djinni canât do so again for 365
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Special Equipment. Azbara has two spell scroll;spell scrolls of mage armor.
Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target
                                                
                                            
                                                
                                                     still takes half the cantripâs damage but suffers no other effect.
Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers
                                                
                                            
                                                
                                                    Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an
                                                
                                            
                                                
                                                     action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in that area must make a DC 12 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant
                                                
                                            
                                                
                                                    )
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
                                                
                                            
                                                
                                                    . (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Strike"} damage of the same type dealt by the weapon.
Fey Ancestry. Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Omin is a 9th-level
                                                
                                            
                                                
                                                     adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored â actually a creature called the Wandering Crypt â took Auspicia from the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
                                                
                                            
                                                
                                                    )
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Young Dragon Turtle;Young
13
fog cloud
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    : meld into stone, stone shape
1/day: stoneskin, time stop
Animate Golem. Once during this adventure, as an action, Kayalithica can point to one of the fossilized stone giants in this cave and cause it
                                                
                                            
                                                
                                                     damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can take either an action
                                                
                                            
                                                
                                                     or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8);{"diceNotation
                                                
                                            
                                                
                                                     disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
                                                
                                            
                                                
                                                     for the information I glean, I donât care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures
                                                
                                            
                                        
                                                    Demogorgon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     magic, major image
3/day each: dispel magic, fear, telekinesis
1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead
                                                
                                            
                                                
                                                    .
Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Demogorgonâs weapon attacks are magical.
Two Heads. Demogorgon has
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard
                                                
                                            
                                                
                                                     or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's
                                                
                                            
                                                
                                                    Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Constitution saving throw. On a failed save, the creature takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and
                                                
                                            
                                                
                                                     is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creatureâs weapon attacks that rely on
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     saving throws, and the creatureâs weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isnât weakened.
Spellcasting (Psionics
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic
                                                
                                            
                                                
                                                    ", "rollAction":"Iron Fist", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 22
                                                
                                            
                                                
                                                     treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
                                                
                                            
                                                
                                                     paid for the information I glean, I donât care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     cone. Each creature in that area must make a DC 17 Strength saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Singularity Breath
                                                
                                            
                                                
                                                     used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ","rollAction":"Malfunction"} to determine if it suffers a malfunction:
1â10: âAll Fine Here!â No malfunction occurs.
11â12: âMy Mind Is Going. I Can Feel It.â The autognome
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ","rollDamageType":"force"} force damage.Divine Insight (3/Day). When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with
                                                
                                            
                                                
                                                     divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the godâs intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
                                                
                                            
                                        






