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                        Returning 35 results for 'deal immune are both'.
                    
                
                        
                            
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                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     immune to the Jijibisha’s gaze for the next 24 hours.
Teleport. Jijibisha magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can
                                                
                                            
                                                
                                                     see.Jijibisha Manivarshi, a vicious soul from the land’s past, lurks in the nearby forest. Long ago she made a deal with wicked otherworldly forces that gave her longevity and fiendish powers, a
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     immune to being knocked prone and has advantage on Strength and Constitution saving throws.
Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage.
A
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
                                                
                                            
                                                
                                                     cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours.Hutijin can take 3 legendary actions, choosing from
                                                
                                            
                                                
                                                    , he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature’s saving throw is successful or the effect ends for it, the creature is immune to the abishai’s Frightful Presence for the next 24 hours.
Incite Fanaticism. The abishai chooses
                                                
                                            
                                                
                                                     disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     throw or have the stunned condition due to fear or delight (the infiltrator’s choice) until the end of the target’s next turn, after which the target is immune to this Beguiling Whisper
                                                
                                            
                                                
                                                     on the Insight, Perception, and Persuasion skills.
Potent Toxins. When members of the villain’s organization deal poison damage while within 3 miles of the lair, they ignore the target’s
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     which the target is immune to this Debilitating Touch for 24 hours.Uncanny Dodge. When an attacker the corrupter can see hits the corrupter with an attack, the corrupter halves the attack’s
                                                
                                            
                                                
                                                     villain’s organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills.
Potent Toxins. When members of the villain’s organization deal poison
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age.
Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a
                                                
                                            
                                                
                                                     deal.
Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     immune to Titivilus’s Twisting Words for 24 hours.Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
                                                
                                            
                                                
                                                     acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     the end of its next turn, after which the target is immune to this Revelation for 24 hours.Uncanny Dodge. When an attacker the veiled presence can see hits the veiled presence with an attack, the veiled
                                                
                                            
                                                
                                                     members of the villain’s organization deal poison damage while within 3 miles of the lair, they ignore the target’s resistance to poison damage.
If the villain dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Necrotic, Radiant
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     control, but it takes Strahd’s requests and actions in the most favorable way.
Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on
                                                
                                            
                                                
                                                    , but he can’t pass through water. Strahd has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    -forms in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Slimy Demise"} days, regrowing from the horn. The horn is immune to all damage and can be destroyed only by submerging it in a
                                                
                                            
                                                
                                                    .
Defiant Essence. When a creature casts a spell that targets Zargon or would deal damage to it, Zargon attempts to absorb the magic into its horn. The creature must make a DC 19 Charisma saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one
                                                
                                            
                                                
                                                     adult bronze dragon has ignored the petitions of townsfolk to deal with an ancient topaz dragon killing livestock and farmers alike. But now the topaz dragon has killed the bronze dragon’s child
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . The wyrmling views you as its parent and is staunchly loyal to you and your allies.
Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card
                                                
                                            
                                                
                                                     drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the
                                                
                                            
                                                
                                                     throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving Wildlife. Giant squid are
                                                
                                            
                                        
                                                    Hobgoblin Devastator
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Arcane Advantage"} damage to a creature it hits with a damaging spell
                                                
                                            
                                                
                                                     make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The hobgoblin is a 7th-level
                                                
                                            
                                        
                                                    Red Abishai
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    . If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.
Incite Fanaticism. The abishai chooses up to
                                                
                                            
                                                
                                                     dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Shards of a
                                                
                                            
                                                
                                                     Vorpal Sword","rollDamageType":"slashing"} slashing damage.) A target is immune to this effect if it is immune to slashing damage, has legendary actions, doesn’t have or need a head, or if you
                                                
                                            
                                        
                                                    Yuan-ti Pit Master
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     effects.
Poison's Disciple (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Poison
                                                
                                            
                                                
                                                     damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.Poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Guards and Wards The whole tower is protected by permanent guards and wards spells. The tower’s drow residents are immune to the effects, but intruders are not. If the characters have the support of
                                                
                                            
                                                
                                                     the Council of Spiders, members of the council give them a password which, when spoken aloud inside the tower, grants the speaker immunity to the spells’ effect for 1 hour. After that, the password magically changes, and any characters still in the tower must deal with the guards and wards effect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     might be reasons to have one or more characters make saving throws to resist being frightened: The character experiences one of their Seeds of Fear. An enemy is immune to the character’s attacks or
                                                
                                            
                                                
                                                     spells. An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow. A creature is alien or monstrous in ways the character never could have imagined. An object undermines a character’s understanding of reality.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Infernal Contracts Once the devil and the character agree to the terms of a deal, the agreement must be sealed with a contract, which the devil can produce as an action. The contract often appears in
                                                
                                            
                                                
                                                     some theatrical manner; for example, it might arrive in a puff of smoke, accompanied by a fiendish cackle or an imp waving a sparkler. Contracts take a variety of forms, with the terms of the deal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the
                                                
                                            
                                                
                                                     Dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     second glance. Immunity. As long as you remain in the head of state’s good graces, you are nearly immune to prosecution under the laws of your home country. Committing serious crimes—especially if they
                                                
                                            
                                                
                                                    , though, you have a great deal of leeway in how you choose to do that, and the law isn’t an obstacle. (However, note that agents of Prince Oargev can’t necessarily expect the same clemency in Breland
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
                                                
                                            
                                                
                                                     to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their deal. Endelyn’s obsession with tragedy and hopelessness extends to her own life; she
                                                
                                            
                                                
                                                     is immune to any effect that would age her, and she can’t die from old age.
 Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a solar eclipse or while she is within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , and deal with the consequences.
 A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but
                                                
                                            
                                                
                                                    .
 
 Cackle Fever This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    , dealing 1 (1d4 - 1) bludgeoning damage on a hit. The ball has AC 13 and 50 hit points. It is immune to all damage except for magical effects that deal acid, fire, force, piercing, or slashing damage
                                                
                                            
                                                
                                                    . The ball is immune to most conditions, but it can be grappled or restrained by effects that work on objects. It makes ability checks to escape such entanglements with a +5 bonus. Start of the Game
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     time and effort. If the characters have unfinished business with the Hourglass Coven, the archfey reveals to them the weaknesses of all three hags and allows the characters to deal with the coven as
                                                
                                            
                                                
                                                    , Draconic, Elvish, Infernal, Sylvan
 Challenge 20 (25,000 XP) Proficiency Bonus +6
 Boon of Immortality. Iggwilv is immune to any effect that would age her, and she can’t die from old age.
 Legendary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     types of damage. Armor Class. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The
                                                
                                            
                                                
                                                     when one of its Large legs is reduced to 0 hit points. Objects and Damage Types. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     types of damage. Armor Class An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The
                                                
                                            
                                                
                                                     hit points. Objects and Damage Types Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended
                                                
                                            
                                                
                                                     Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. What price would you put on your life? How much
                                                
                                            
                                                
                                                     against this effect is immune to Hutijin’s Fearful Voice for 24 hours.
 Legendary Actions
 Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with
                                                
                                            
                                                
                                                     little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death. Hutijin
 Large Fiend (Devil), Lawful Evil
 Armor Class 19 (natural armor)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . If the characters ask what the rods are for, Bel says, “That’s not really any of your business. This is the best deal you’ll get in Avernus. I suggest you take it.” Bel
 Large fiend (devil), lawful
                                                
                                            
                                                
                                                     save succeeds, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Bel’s Fear Aura for the next 24 hours.
 Innate
                                                
                                            
                                        





