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Returning 9 results for 'veined save'.
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vine save
vines save
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Magic Items
Tasha’s Cauldron of Everything
the target if necessary.
19
Incendax’s Tooth (ruby-veined red dragon fang)
1 ancient red dragon
You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone
. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
columns of swirling sand. A dao isn’t happy unless it is the envy of other dao. All That Glitters. The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane
crystalline powder, leaving behind only equipment the dao was wearing or carrying.
Innate Spellcasting. The dao’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that moves more than 15 feet on its turn must immediately make a DC 13 Dexterity saving throw. On a failed save, the creature becomes restrained as described above. If no creature is restrained at the
courtyard fit for a palace features walls of dark marble veined with gray. The ceiling of brass is supported on black marble pillars. Between the pillars, raised stone garden beds are filled with flowers
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes damage that varies depending on the last rune the creature tapped: Death. 13 (3d8) necrotic damage Light. 13 (3d8
. This monument is now infused with evil Far Realm energy. The first time a character touches or examines the shrine, the character must make a DC 20 Charisma saving throw. On a failed save, the character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
gases that spurt from the walls. One of the tapestries on the south wall screens the entrance to the royal apartment (areas 4–7). 3. Throne Room and Audience Chamber Two steps of white-veined black
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
following preset ones: Circle of Death. While attuned to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1–5, you can’t use this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Marble steps cracked with age and veined with green moss lead up to a strong double door of carved stone, eight feet wide and almost ten feet tall. Arrow slits high on the north and south walls
must make a DC 10 Strength or Dexterity saving throw. On a failed save, the character plummets almost 200 feet to the underground river below and is swept away. The characters can prevent falls by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes charmed and
creature is prevented from moving to area 3, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The effect ends on its own 1 minute
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
teleport outside the circle as normal. On a failed save, the attempt is wasted. A creature that ascends to the ceiling is transported to the Lost Caverns in front of area G9. Treasure. Propped against
a column near one of the pentacles is a Weapon of Warning (glaive) veined with hellfire. G9d: Mechanized Checkpoint A copper-hued light flares and then fades, revealing a doorless, perfectly cubic






