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Returning 35 results for 'Damage Resistances/Immunities'.
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damage resistance immunities
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Damage Resistances/Immunities Throughout the book, instances of “nonmagical weapons” in Damage Resistances/Immunities entries have been replaced with “nonmagical attacks.”
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Additionally, some creatures are immune to certain conditions and other game effects. These immunities are also noted here.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Additionally, some creatures are immune to certain conditions. These immunities are also noted here.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Additionally, some creatures are immune to certain conditions and other game effects. These immunities are also noted here.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Vulnerabilities, Resistances, and Immunities (p. 8) The second and third sentences now read as follows: “Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical
Spells
Player’s Handbook
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage
Feats
Player’s Handbook
.
Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Energy Resistances. You gain
Monsters
Monster Manual
Resistances. Damage type chosen for the Draconic Origin trait below.
Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (DM’s
":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 7
Monsters
Monster Manual
Resistances. See Living Shadow.
Living Shadow. While in Dim Light or Darkness, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in
", "rollAction":"Rend"}, reach 10 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
Spells
Player’s Handbook
INT
4
–3
–3
WIS
10
+0
+0
CHA
16
+3
+3
Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)
Immunities Fire
’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Spells
Player’s Handbook
WIS
10
+0
+0
CHA
16
+3
+3
Resistances Fire
Immunities Poison; Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Infernal; telepathy 60 ft.
CR
spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell’s level Fire damage. Success: Half damage.
Devil’s Sight (Devil Only). Magical
Spells
Player’s Handbook
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft.; Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your
Magic Items
Dungeon Master’s Guide
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
Monsters
Bigby Presents: Glory of the Giants
anything else the child picks up to use as a weapon).
For a giant child of any age, you can further modify one of these stat blocks by adding the parents’ damage immunities and resistances (if any) and any inherent traits.
Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
Magic Items
Baldur’s Gate: Descent into Avernus
you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
While
Helmed Horror
Legacy
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Monsters
Monster Manual (2014)
. Typical immunities include fireball, heat metal, and lightning bolt.Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 9
Spells
Fizban's Treasury of Dragons
)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Damage Resistances (Chromatic and Metallic Only) acid, cold, fire, lightning, poison
Damage Resistances (Gem Only) force
you speak
Challenge — Proficiency Bonus equals your bonus
Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
Monsters
Tales from the Yawning Portal
immunities include fireball, heat metal, and lightning bolt.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The helmed horror makes two longsword
":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing
Spells
Elemental Evil Player's Companion
type of damage, including against the triggering damage.
If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of your next turn. The weapon regains 1d4 + 1 expended charges daily at dawn.