Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'dealt saving'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        deals saving
                                    
                                
                                    
                                        deal saving
                                    
                                
                                    
                                        dead saving
                                    
                                
                                    
                                        death saving
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
                                                
                                            
                                                
                                                     Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem canât shape-shift.
Magic
                                                
                                            
                                                
                                                     Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.
Berserk. Whenever the golem starts its
                                                
                                            
                                                
                                                    .
Immutable Form. The golem canât shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two Slam attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Magic Resistance. The golem has Advantage on saving throws
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dealt by the weapon increases to 2d6.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking
                                                
                                            
                                                
                                                     within 5 feet of the target takes 5 damage of the type dealt by the dragonâs breath weapon.
Dragon's Wrath Weapon (Stirring) ;Stirring (Rare). The Stirring weapon has the Slumbering property. In
                                                
                                            
                                        
                                                     Magic Items
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     points equal to half the lightning damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon
                                                
                                            
                                                
                                                     you fail a saving throw, you can choose to succeed instead.
Lingering Shock. If you deal lightning damage to a creature, it canât take reactions until its next turn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of
                                                
                                            
                                                
                                                     regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    , you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength
                                                
                                            
                                                
                                                     saving throw or be unable to move any farther this turn.
Stone Soul. You canât be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Kostchtchie fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kostchtchie has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    . Kostchtchie moves up to his speed.
Curse (Costs 2 Actions). Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sure-Footed. The moose
                                                
                                            
                                                
                                                     has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Multiattack. The moose makes two attacks: one with its antlers and one with its hooves.
Antlers
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Excavator", "rollDamageType":"force"} force damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the
                                                
                                            
                                                
                                                     other creature has dealt damage to it since the end of its last turn.Multiattack. The sorrowsworn makes two Hook attacks.
Hook. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     magic, invisibility (self only), mirror image
Magic Resistance. Nellik has advantage on saving throws against spells and other magical effects.
Magic Weapons. Nellikâs weapon attacks are
                                                
                                            
                                                
                                                    ","rollAction":"Claw","rollDamageType":"slashing"} slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4);{"diceNotation":"2d4","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    ","rollAction":"Exploitation of the Debtors","rollDamageType":"necrotic"} necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.
Flyby. The angel doesn't
                                                
                                            
                                                
                                                    ), detect evil and good
3/day each: charm person (as a 5th-level spell), darkness, suggestion
1/day: raise dead
Magic Resistance. The angel has advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects.
Negative Energy Aura. Creatures within 30 feet of the atropal can't regain hit points, and any
                                                
                                            
                                                
                                                    . The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.Touch. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     necrotic damage dealt.
Torpor Spores (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Torpor Spores"}. The egg hunter releases a billow of sparkling blue spores. Each creature
                                                
                                            
                                                
                                                     in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can take either an action
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     all his hit points.
Fire Absorption. Whenever Jhaeros is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form
                                                
                                            
                                                
                                                    . Jhaeros is immune to any spell or effect that would alter his form.
Magic Resistance. Jhaeros has advantage on saving throws against spells and other magical effects.
Magic Weapons. Jhaerosâs
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Ornament (Slumbering);Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Scaled Ornament (Stirring);Stirring (Rare
                                                
                                            
                                                
                                                    ). You gain a +1 bonus to AC, and you canât be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its
                                                
                                            
                                                
                                                     saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Reduced Threat. This creature has -2 penalty on all ability checks and saving
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Hold Breath. Krull can hold his breath for 1 hour.
Inescapable Destruction. Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Spellcasting. Krull is a 14th-level
                                                
                                            
                                                
                                                     Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on
                                                
                                            
                                                
                                                     saving throws against spells and other magical effects.
Magic Weapons. The golemâs weapon attacks are magical.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7
                                                
                                            
                                        
                                                     Magic Items
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     points equal to half the poison damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that
                                                
                                            
                                                
                                                     you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
                                                
                                            
                                        
                                                     Magic Items
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
                                                
                                            
                                                
                                                     minutes.
Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against white dragons.
Legendary Resistance (1/Day). If you fail a saving throw
                                                
                                            
                                        
                                                     Magic Items
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staffâs pores, and you
                                                
                                            
                                                
                                                     must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see âMadnessâ in chapter 8 of the Dungeon Masterâs Guide).
Blight Bane. While you are attuned
                                                
                                            
                                        
                                                     Magic Items
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     already have immunity to acid damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the acid damage dealt
                                                
                                            
                                                
                                                    . You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Lightning Absorption. Whenever the skitterwidget is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Unusual Nature
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Tail","rollDamageType":"lightning"} lightning damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
                                                
                                            
                                                
                                                     choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target
                                                
                                            
                                                
                                                     is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    .
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has
                                                
                                            
                                                
                                                     advantage on saving throws against spells and other magical effects.
Magic Weapons. The golemâs weapon attacks are magical.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless its lifeless remains are splashed with Holy Water (flask);holy water or
                                                
                                            
                                                
                                                     damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichorâs next turn.
Necrotic Bolt. Ranged Spell Attack: +6;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to
                                                
                                            
                                                
                                                     any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
                                                
                                            
                                                
                                                    . The golem's weapon attacks are magical.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     temporary hit points equal to the damage dealt.
Emerald. The target must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Emerald"} and subtract the number rolled from the next attack
                                                
                                            
                                                
                                                     roll it makes before the start of the gem stalkerâs next turn.
Sapphire. The target must succeed on a DC 13 Strength saving throw or be pushed horizontally up to 10 feet away from the gem
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Magic Resistance. The yagnoloth has advantage on saving throws against spells and other magical effects.Multiattack. The yagnoloth makes one Electrified Touch attack and one Massive Arm attack, or it
                                                
                                            
                                                
                                                    ", "rollAction":"Massive Arm", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth
                                                
                                            
                                        






