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Returning 35 results for 'antimagic failed'.
Spells
Playerâs Handbook
, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks canât pass
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Antimagic Breath", "rollDamageType":"force"} force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on
(3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
Antimagic Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Out of the Abyss
Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the
Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.
If the snail succeeds on its
level of the spell on a failed save, or half as much damage on a successful one.Multiattack. The flail snail makes five Flail Tentacle attacks.
Flail Tentacle. Melee Weapon Attack: +5;{"diceNotation
Monsters
Keys from the Golden Vault
Antimagic Susceptibility. In an area of antimagic, Prisoner 13âs tattoos and reactions donât function, and she suffers the following modifications to her statistics: her AC becomes 13
":"Antimagic Susceptibility", "rollDamageType":"bludgeoning"} bludgeoning damage on a hit.
Mindlink Tattoos. Prisoner 13 has telepathic links with dozens of agents operating throughout the land. The links
Monsters
Curse of Strahd
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution
failed save, the creature is bitten for 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"piercing"} piercing damage and fails to obtain the gem.
Poison, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Cone. The dreadnoughtâs eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces
, taking 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Projection", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a
Monsters
Icewind Dale: Rime of the Frostmaiden
conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him.
Vaelish Gant is a mage who specializes in the arcane
components for spellcasting, and he can't avail himself of his magic while locked in his cell due to the antimagic field that encompasses it.
Monsters
Quests from the Infinite Staircase
);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"force"} force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell
":"recharge", "rollAction":"Slime Wave"}. Zargon spews slime in a 60-foot cone. Each creature in that area that isnât an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed
Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Arcane Cataclysm","rollDamageType":"force"} force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is
affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.
Change Shape. Sul Khatesh magically
Beholder
Legacy
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Monsters
Monster Manual (2014)
Antimagic Cone. The beholderâs central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way
on a success.
Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the targetâs speed is halved for 1 minute. In addition, the creature can
Astral Dreadnought
Legacy
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Monsters
Mordenkainenâs Tome of Foes
Antimagic Cone. The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which
);{"diceNotation":"2d10+4","rollType":"damage","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its
saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Antimagic Shell"}:
1
Demilich
Legacy
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Monsters
Monster Manual (2014)
Drain (Costs 2 Actions). Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creatureâs hit point maximum is magically reduced by 10 (3d6
of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No
Prismatic Wall
Legacy
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Spells
Basic Rules (2014)
duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.
1. Red. The creature takes 10d6 fire damage on a failed save, or half as much
creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
target must make a DC 20 Charisma saving throw. On a failed save, the targetâs soul is magically trapped inside one of the demilichâs gems. While the soul is trapped, the target&rsquo
":"necrotic"} necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
Spells
Xanathar's Guide to Everything
, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it canât enter the temple for
exterior. It canât be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creatureâs wings are formed from multiple eyestalks, each of which can fire magical rays that combine
target. Hit: 13 (3d6 + 3) piercing damage.
Antimagic Breath (Recharge 6). The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shell of a Flail Snail A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp. Many hunters seek the shell for its antimagic properties. A skilled
armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snailâs Antimagic Shell trait. When the shieldâs magic fades, it becomes an exotic shield that is the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(see area 28) senses when the secret door to area 47A is opened and uses the scrying pool in area 25 to observe the adventurers as they contend with the cells. An antimagic field fills each cell
must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Any creature that enters the cell for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers Order Effects 1 Red. Failed Save: 12d6 Fire damage
. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks canât pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers Order Effects 1 Red. Failed Save: 12d6 Fire damage
. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks canât pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect. Antimagic Eye. Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought
antimagic field. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so. Astral Predator. A remorseless, indiscriminate hunter, an astral dreadnought employs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
claims the stone without getting bitten. On a failed save, the creature is bitten for 10 (3d6) piercing damage and fails to obtain the gem. Baba Lysagaâs Creeping Hut
Gargantuan construct
. (blind beyond this radius),
passive Perception 6
Languages â
Challenge 11 (7,200 XP)
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 force damage and the teleportation attempt fails. Even if the save succeeds, the teleportation attempt can suffer a
rolling on the Wild Magic Surge table in chapter 3, âClasses,â of the Playerâs Handbook. Though faerzress canât be dispelled, its effects are temporarily suppressed in the area of an antimagic field.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(2d6) acid damage.
Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an
Antimagic Field spell, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargonâs next turn.
Slime Wave (Recharge 5â6). Zargon spews slime in a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)
Antimagic Cone. The beholderâs central eye creates an area of antimagic, as in the antimagic field spell, in a 150
of each of its turns, ending the effect on itself on a success. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the targetâs speed is halved for 1
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, petrified, poisoned, prone, stunned
Senses darkvision 120 ft., passive Perception 19
Languages â
Challenge 21 (33,000 XP) Proficiency Bonus +7
Antimagic Cone. The dreadnoughtâs eye creates an
area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesnât function while the eye is closed or while
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Perception 19
Languages â
Challenge 21 (33,000 XP) Proficiency Bonus +7
Antimagic Cone. The dreadnoughtâs eye creates an area of antimagic, as in the Antimagic Field spell, in a 150-foot cone. At
Actions). Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save or half as much damage on a successful one.
Sidharth Chaturvedi
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
OF A FLAIL SNAIL
A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.
Many hunters seek the shell for its antimagic properties. A skilled
armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snailâs Antimagic Shell trait. When the shieldâs magic fades, it leaves behind an exotic shield that is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect
only the violet layer. 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks canât pass
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it canât enter the temple for 24 hours. Even if the creature can enter the temple, the magic
, thus blocking ethereal travel into the templeâs interior. Nothing can physically pass through the templeâs exterior. It canât be dispelled by dispel magic, and antimagic field has no effect on it. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Rantantarâs evil spirit, whereupon the wand clatters to the floor and becomes an inanimate wand of wonder. An antimagic field spell suppresses the wandâs magic but doesnât oust the spirit lodged inside it. If
the animated wand is grabbed while Rantantarâs spirit is lodged inside it, a contest of wills ensues. The creature grabbing the wand must immediately make a DC 20 Charisma saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect
only the violet layer. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks canât pass
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
60 ft., tremorsense 60 ft., passive Perception 10
Languages â
Challenge 3 (700 XP)
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack
of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on






