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Returning 35 results for 'time saves'.
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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
Monsters
Acquisitions Incorporated
disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or
retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal
Monsters
Out of the Abyss
over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see “Myconids” ).Yestabrod can
take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yestabrod regains spent
Monsters
Ghosts of Saltmarsh
. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
that successfully saves is immune to this matriarch's song for the next 24 hours.
Visage of Desire (1/Day). The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't
Monsters
Planescape: Adventures in the Multiverse
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
Cycle of Rebirth. If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of
sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
Spellcasting
Baphomet
Legacy
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Monsters
Out of the Abyss
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature
succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.Baphomet can take 3 legendary actions, choosing from the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
next 24 hours.
Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema
the start of each of its turns. The anathema can constrict only one creature at a time.
Spellcasting (Anathema Form Only). The anathema casts one of the following spells, requiring no material
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"psychic"} psychic damage. If the target is Huge or smaller, it is grappled (escape DC 18). The dragon can have up to four targets grappled at a time.
Tadpole Brine Breath
the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours.Hutijin can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hutijin regains spent legendary actions at the start of his turn
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of her
Monsters
Mordenkainen Presents: Monsters of the Multiverse
be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of her turn.
Attack. Zuggtmoy makes one Pseudopod attack.
Exert Will
failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” section in the Monster Manual).
Mind Control Spores
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
spell.The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sibriex
Harpy
Legacy
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Monsters
Basic Rules (2014)
song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
successfully saves is immune to this harpy's song for the next 24 hours.A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
Incubus
Legacy
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Monsters
Basic Rules (2014)
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the
effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends
Succubus
Legacy
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Monsters
Basic Rules (2014)
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the
effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends
Sibriex
Legacy
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Monsters
Mordenkainen’s Tome of Foes
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary
Hutijin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn.
Attack. Hutijin attacks once with his mace.
Lightning Storm (Costs 2 Actions
Antipathy/Sympathy
Legacy
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Spells
Basic Rules (2014)
recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the
Prismatic Wall
Legacy
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Spells
Basic Rules (2014)
you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contagion Level 5 Necromancy (Cleric, Druid) Casting Time: Action
Range: Touch
Component: V, S
Duration: 7 days
Your touch inflicts a magical contagion. The target must succeed on a
the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contagion Level 5 Necromancy (Cleric, Druid) Casting Time: Action
Range: Touch
Component: V, S
Duration: 7 days
Your touch inflicts a magical contagion. The target must succeed on a
the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flesh to Stone Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a cockatrice feather)
Duration: Concentration, up to 1 minute
You
successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flesh to Stone Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a cockatrice feather)
Duration: Concentration, up to 1 minute
You
successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Contagion 5th-level necromancy Casting Time: 1 action Range: Touch Component: V, S Duration: 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a
hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Contagion 5th-level necromancy Casting Time: 1 action Range: Touch Component: V, S Duration: 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a
hit, the target is poisoned. At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sleep Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each
takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on
action option can be used at a time and only at the end of another creature’s turn. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes a melee attack
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
likenesses; Granny Goosefinger works fast. Though she puts most of the hair the goblins give her toward decorating the dolls, she saves a bit for Scrying spells or evil hag magic. Granny Goosefinger refers
of haunted dolls for 3 days. Every time the character finishes a long rest during that period, they must make a DC 15 Wisdom saving throw. On a failed saving throw, the rest restores none of the character’s Hit Dice. A Remove Curse spell or similar magic ends this effect.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, it is decapitated. A charmed creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. Once a creature successfully saves against this effect, it
turns, ending the effect on itself on a success. A creature that saves against this effect is unaffected by the curtain thereafter and can reenter the room. Lord of the Feast When the final tapestry






