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Returning 35 results for 'time fails deep'.
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time fails dead
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.
This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Magic Items
Dungeon Master’s Guide
While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.
Magic Items
Dungeon Master’s Guide
spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
Magic Items
Dungeon Master’s Guide
a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.
Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
Spells
Player’s Handbook
, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message
Magic Items
Dungeon Master’s Guide
one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has
the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Spells
Player’s Handbook
time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or
fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Magic Items
Dungeon Master’s Guide
, the scroll is unintelligible. Casting Fireball by reading the scroll requires it’s normal casting time. Once cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn&rsquo
copier must succeed on a DC 13 Intelligence (Arcana) check. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
Magic Items
Dungeon Master’s Guide
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
Spells
Player’s Handbook
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell
Monsters
Monster Manual
saving throw.
Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.
As an action, a creature within 5
the cube enters for the first time during this move. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Engulf", "rollDamageType":"Acid"} Acid damage, and the target is engulfed
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell.
If the target takes damage from the Dream
Monsters
Monster Manual
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
all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
Spells
Player’s Handbook
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to
Monsters
Monster Manual
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
of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes they’ve carved using their eye rays deep
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
":"Lightning"} Lightning damage. Success: Half damage.
Swallow. Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23
Monsters
Monster Manual
Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical
creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and
Spells
Player’s Handbook
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature
Spells
Player’s Handbook
.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
Magic Items
Dungeon Master’s Guide
Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
cloud have the Blinded and Deafened conditions and can’t cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or
Spells
Player’s Handbook
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
Monsters
Forgotten Realms: Adventures in Faerûn
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Spells
Forgotten Realms: Heroes of Faerûn
.
Casting as a Circle Spell. If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who
participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.
When the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.
Monsters
Forgotten Realms: Adventures in Faerûn
if she fails. She can’t use this trait if she has the Incapacitated condition.
Legendary Resistance (3/Day or 4/Day in Lair). If Karas fails a saving throw, she can choose to succeed
, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.Karas Chembryl’s Lair
Karas operates from a hideout deep beneath the city of Baldur’s Gate. The hideout contains
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Divine Immortality"} days, reviving with all its Hit Points in a place of Malar’s choosing.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can
catch and kill its quarry.
Normally only one beast of Malar exists at a time. However, Malar might create multiple beasts to pursue legendary prey or simply display his extraordinary
Spells
Forgotten Realms: Heroes of Faerûn
time on a turn or ends its turn there. A creature makes this save only once per turn.
In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw
expend a level 3+ spell slot; otherwise, the spell fails.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 4.
The number of secondary casters determines
Monsters
Forgotten Realms: Adventures in Faerûn
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all her Hit Points somewhere on the Plane of Water.
Legendary Resistance (3/Day). If Biha Babir fails a
whatever genie empire rises from the wreckage.
Personality
Biha Babir’s demeanor is like the ocean: seemingly placid on the surface, but dangerous and fierce deep below. Her amiable attitude hides