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Returning 35 results for 'weight save'.
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Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the
Monsters
Monster Manual
, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a
of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good, Thaumaturgy1/Day Each: Detect Magic, Dispel
Magic Items
Dungeon Master’s Guide (2024)
floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter
composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide (2024)
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within
enclosed creature can take a Utilize action to push against the sphere’s wall, moving the sphere up to half the creature’s Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Magic Items
Dungeon Master’s Guide (2024)
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Monsters
Strixhaven: A Curriculum of Chaos
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Weight of History", "rollDamageType":"force"} force damage. A restrained target can repeat the save at the end of each of its turns, ending the
Spectral Scroll attacks. It can also use Weight of History, if available.
Spectral Scroll. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spectral Scroll"} to hit
Monsters
Curse of Strahd
spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.Multiattack. The broom makes two melee
creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can.Poison, Psychic
Equipment
A catapult munition roughly the size and weight of a cannonball.
The munition can be thrown up to 30 feet and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of
impact must make a DC 14 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. In addition, each object in that area that isn’t being worn or carried takes 35 (10d6) fire damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shadar-kai has temporary hit points from this trait, it has advantage on attack rolls.
Weight of Ages. Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of the shadar-kai has its
.
Spellcasting. The shadar-kai casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: bestow curse
Monsters
Eberron: Rising from the Last War
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours.
Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to
material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: command, dispel magic, hold monster
1/day: feeblemind
Warp Creature. The sibriex targets up to three
Spells
Elemental Evil Player's Companion
, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and
maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Monsters
Quests from the Infinite Staircase
16 Constitution saving throw, taking 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Overheat", "rollDamageType":"fire"} fire damage on a failed save or half as much damage on a
make a DC 16 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Steam Jet", "rollDamageType":"fire"} fire damage on a failed save or half as much
Monsters
Storm King's Thunder
":"12d8","rollType":"damage","rollAction":"Lightning Strike","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. Hekaton casts
one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control
Monsters
Thieves’ Gallery
Handbook. On a roll of 2 or higher, Simon casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: mage hand, minor illusion, prestidigitation, speak
have resistance to the damage that triggered this reaction.Simon Aumar suffers under the weight of his family name. Though he is a descendent of an elf and the legendary wizard Elminster Aumar, Simon
Spells
Xanathar's Guide to Everything
Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as
long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be
Monsters
Bigby Presents: Glory of the Giants
save, a creature takes 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction":"Runic Boulder", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a
crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine tunnels.
If the cradle is destroyed, the scion of Skoraeus
Monsters
Van Richten’s Guide to Ravenloft
Fiendish Blessing. The AC of Isolde includes her Charisma bonus.
Innate Spellcasting. Isolde’s spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast the following
vengeance have become all-consuming.
Roleplaying Isolde
The Carnival is the closest thing Isolde has to a family and a home, and she expects everyone who works for her to carry their weight. She
Monsters
Bigby Presents: Glory of the Giants
. Each creature within 60 feet of the cradle must make a DC 23 Constitution saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Shattering
mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine
Spells
Tasha’s Cauldron of Everything
(Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit
creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the
Dust of Dryness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the
water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Bead of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially
creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Soul Monger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material
advantage on attack rolls.
Weight of Ages. Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify
monsters
, each creature in a 60-foot Cone. Failure: The target has the Frightened condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
, demon lord, or archfey— interferes, the Horned King is made manifest, and with it comes the weight of sin flooding back into the world that created it.The Horned King's Lair
The Horned King’s
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature that examines the beam and succeeds on a DC 15 Intelligence (Investigation) check notices the tilt. When the characters enter the room, the beam’s weight rests on the far end. When any amount of
weight is placed on the stretch of beam between the characters and the fulcrum, unless a counterweight is placed on the opposite side, the end of the beam sinks a few inches and presses on a hidden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Crumbling Bridge Spanning the river at this point is a crumbling stone bridge that can support 200 pounds at a time. Any more weight causes it to collapse. A creature on the bridge when it
collapses can leap to one side or the other with a successful DC 15 Dexterity saving throw. On a failed save, the creature falls in the river and might get swept away (see “Underground River”).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature that examines the beam and succeeds on a DC 15 Intelligence (Investigation) check notices the tilt. When the characters enter the room, the beam’s weight rests on the far end. When any amount of
weight is placed on the stretch of beam between the characters and the fulcrum, unless a counterweight is placed on the opposite side, the end of the beam sinks a few inches and presses on a hidden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Crumbling Bridge Spanning the river at this point is a crumbling stone bridge that can support 200 pounds at a time. Any more weight causes it to collapse. A creature on the bridge when it
collapses can leap to one side or the other with a successful DC 15 Dexterity saving throw. On a failed save, the creature falls in the river and might get swept away (see “Underground River”).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
it collapses under 50 pounds or more of weight. A creature on the collapsing stairs must make a DC 15 Dexterity saving throw to avoid falling onto a bed of wooden spikes planted underneath the staircase. On a failed save, the creature lands on 1d6 wooden spikes, each one dealing 1d6 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
it collapses under 50 pounds or more of weight. A creature on the collapsing stairs must make a DC 15 Dexterity saving throw to avoid falling onto a bed of wooden spikes planted underneath the staircase. On a failed save, the creature lands on 1d6 wooden spikes, each one dealing 1d6 piercing damage.
Equipment
Size
Market Value
Weight
AC
HP
Extraction Time
Chip
10 gold
1/4 lbs
15
5
1 action
Delerium Properties
All delerium samples have the following traits regardless of size
objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
Equipment
Size
Market Value
Weight
AC
HP
Extraction Time
Crystal
1,000 gold
2 lbs
21
20
30 minutes
Delerium Properties
All delerium samples have the following traits regardless of
. Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes
advantage on saving throws against being charmed, and magic can’t put it to sleep.
Innate Spellcasting. The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with