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Returning 35 results for 'consult resist gives to have require'.
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consult result given to have require
Monsters
Candlekeep Mysteries
Unusual Nature. The kiddywidget doesn’t require air, food, drink, or sleep.Multiattack. The kiddywidget makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack
","rollType":"damage","rollAction":"Tail","rollDamageType":"lightning"} lightning damage.A skitterwidget that gives birth to a kiddywidget can’t procreate for 3d6 days afterward. Still, given that
Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Psychic Lash. The magen’s eyes glow silver as it targets one creature
itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Multiattack. The magen makes two melee attacks.
Greatsword. Melee Weapon
its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Multiattack. The magen makes two Shocking Touch attacks.
Shocking Touch
instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Lightning, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Turning Defiance. The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead.
Unusual Nature. The commander doesn’t require
to Honor (1/Day). If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1;{"diceNotation":"1d4+1","rollType":"roll
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Monsters
Spelljammer: Adventures in Space
a failed save, or half as much damage on a successful one.
Unusual Nature. The autognome doesn’t require air, food, drink, or sleep.Multiattack. The autognome makes two Shock attacks.
Shock
was designed for.
No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
;The safest place to be is behind the toughest warrior in the room.”
Bond. “In life and in death, I’m the only one who matters.”
Flaw. “Who can resist a little drama
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn’t require
. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Guildmasters’ Guide to Ravnica
his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of
Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.
Undead Nature. An Obzedat ghost doesn’t require air, food, drink, or sleep.
The Ghost
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to
Monsters
Van Richten’s Guide to Ravenloft
the dullahan after it uses Headless Summoning.
Legendary Resistance (2/Day). If the dullahan fails a saving throw, it can choose to succeed instead.
Unusual Nature. The dullahan doesn’t require
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Longsword or Longbow attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword"} to
gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse
Species
Spelljammer: Adventures in Space
as a starry gleam in an astral elf’s eyes.
Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Slam. Melee
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
Backgrounds
Guildmasters’ Guide to Ravnica
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
adaptations of life.
7
I can’t resist prying into anything forbidden, since it must be terribly interesting.
8
I employ a highly technical vocabulary to avoid imprecision and ambiguity
monsters
. As an Influence action, a creature that poses a riddle to the ketgrinn and succeeds on a DC 16 Charisma (Deception) check gives the ketgrinn the Incapacitated condition until the start of the
in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion.
Secret. Ketgrinn can’t resist a puzzle
races
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player&rsquo
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
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Rules
A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw
modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing
that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing
that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing
that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing
that class’s training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area with devastation orbs, the prophets tear open rifts to the elemental planes so that nothing can resist the elemental power. The characters must contain the damage. Each time the characters
themselves in the area. Haayon the Punisher threatens Beliard, while Westbridge gives in to the Counsel of Despair. The adventurers might receive word of these situations, or the party might stumble across them.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area with devastation orbs, the prophets tear open rifts to the elemental planes so that nothing can resist the elemental power. The characters must contain the damage. Each time the characters
themselves in the area. Haayon the Punisher threatens Beliard, while Westbridge gives in to the Counsel of Despair. The adventurers might receive word of these situations, or the party might stumble across them.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
isn’t an object and doesn’t require attunement. It gives a character an extraordinary ability, which can be used one or more times.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
isn’t an object and doesn’t require attunement. It gives a character an extraordinary ability, which can be used one or more times.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the