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                        Returning 35 results for 'defender saving'.
                    
                
                        
                            
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                                        defends saving
                                    
                                
                                    
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                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Unusual Nature. The defender doesn’t need air, food, drink, or sleep.Electrified Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Electrified Bite"} to
                                                
                                            
                                                
                                                    ":"2d6", "rollType":"damage", "rollAction":"Electrified Bite", "rollDamageType":"lightning"} lightning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Keen Senses. The defender has advantage on Wisdom (Perception) checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to
                                                
                                            
                                                
                                                    );{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                     when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin Darvis;Edgin
                                                
                                            
                                                
                                                     a fight.Lightning (granted by darksteel greataxe)Wrestle. Holga shoves a creature within 5 feet of herself. That creature must succeed on a DC 15 Strength saving throw or be moved 5 feet into an unoccupied space of Holga’s choice.
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire
                                                
                                            
                                                
                                                     dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
                                                
                                            
                                                
                                                     number of permanent spell effects on it to make the armor a better castle defender.
The armor understands Common but obeys only the commands of its master.
 Lightning, PoisonCold, Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Spell-Resistant Carapace. The gigant has advantage on saving throws against spells, and any creature that makes a spell attack against the gigant has disadvantage on the attack roll.Multiattack. The
                                                
                                            
                                                
                                                     30-foot cube. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Scale Dust", "rollDamageType":"poison
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
                                                
                                            
                                                
                                                    ":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     attacker.The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has
                                                
                                            
                                        
                                                    Stone Defender
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    False Appearance. While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.
Magic Resistance. The stone defender has advantage
                                                
                                            
                                                
                                                     on saving throws against spells and other magical effects.Slam. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 11 (2d6
                                                
                                            
                                        
                                                    Moonblade
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a
                                                
                                            
                                                
                                                     finesse property.
83–84
The moonblade gains the thrown property (range 20/60 feet).
85–86
The moonblade functions as a defender.
87–90
The moonblade scores a critical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     stone defender has advantage on saving throws against spells and other magical effects.
 Actions
 Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage
                                                
                                            
                                                
                                                    Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Clockwork Defender A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but harmless beams of light. It tirelessly protects whatever
                                                
                                            
                                                
                                                     its creator wants, and it can be programmed by its creator not to attack certain kinds of creatures. Clockwork Defender
 Medium Construct, Unaligned
 Armor Class 17 (natural armor)
 Hit Points 42
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before
                                                
                                            
                                                
                                                     being saved by a Battle Smith and a steel defender. In the world of Eberron, Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Battle Smith  Battle Smith with Steel Defender Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an
                                                
                                            
                                                
                                                     expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Steel Defender (p. 61) In the first paragraph, the third sentence has been changed to “See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in
                                                
                                            
                                                
                                                     several places.” The second paragraph has been change to read as follows: “In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time.
                                                
                                            
                                                
                                                    
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
 Iron Defender An iron defender fights for its creator. They come in many shapes and are often crafted in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    
  10 (+0)
 
  WIS
  12 (+1)
 
  CHA
  10 (+0)
Saving Throws Con +4
 Skills Athletics +4, Perception +3, Survival +3
 Senses passive Perception 13
 Languages Common, plus one of your choice
                                                
                                            
                                                
                                                    
 Martial Role. The warrior has one of the following traits of your choice:
 Attacker. The warrior gains a +2 bonus to attack rolls.
 Defender. The warrior gains the Protection reaction below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     (+0)
 
  WIS
 12 (+1)
 
  CHA
 10 (+0)
Saving Throws Con +5
 Skills Athletics +6, Perception +4, Survival +4
 Senses passive Perception 14
 Languages Common, plus one of your choice
                                                
                                            
                                                
                                                     one of the following traits of your choice:
 Attacker. The warrior gains a +2 bonus to attack rolls.
 Defender. The warrior gains the Protection reaction below.
 Second Wind (Recharges after a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    
 10 (+0)
 
  WIS
 12 (+1)
 
  CHA
 10 (+0)
Saving Throws Con +6
 Skills Athletics +8, Perception +5, Survival +5
 Senses passive Perception 15
 Languages Common, plus one of your choice
                                                
                                            
                                                
                                                     warrior’s AC increases by 1.
 Indomitable (1/Day). The warriorcan reroll a saving throw that it fails, but it must use the new result.
 Martial Role. The warrior has one of the following traits of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    
 10 (+0)
 
  WIS
 12 (+1)
 
  CHA
 10 (+0)
Saving Throws Con +6
 Skills Athletics +8, Perception +5, Survival +5
 Senses passive Perception 15
 Languages Common, plus one of your choice
                                                
                                            
                                                
                                                     warriorcan reroll a saving throw that it fails, but it must use the new result.
 Martial Role. The warrior has one of the following traits of your choice:
 Attacker. The warrior gains a +2 bonus to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Defender Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns
                                                
                                            
                                                
                                                     targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Sprite Skirmisher Elusive Defender of Fey Realms Sprites are wee spirits of nature that can see the innate goodness or wickedness of other creatures. Those that enter their realms with good
                                                
                                            
                                                
                                                     start of the sprite’s next turn.
 Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, Undead automatically fail the save). Failure: The sprite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     creature you can see within 30 feet of yourself and drain its life force. The target must succeed on a DC 17 Constitution saving throw or take 4d8 necrotic damage. You then regain a number of hit points
                                                
                                            
                                                
                                                     a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 6d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Thieves’ Gallery
                                                    
                                                
                                            
                                                     fearsome combatant when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend
                                                
                                            
                                                
                                                    )
 WIS
 16 (+3)
 CHA
 13 (+1)
 
 Saving Throws Str +7, Con +6
 Skills Athletics +7, Intimidation +4, Nature +3, Survival +6
 Damage Resistances lightning (granted by darksteel greataxe)
 Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     has advantage on saving throws against spells and other magical effects.
 Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
 Actions
 Bite. Melee Weapon Attack: +5 to hit
                                                
                                            
                                                
                                                     feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
  Iron Cobra An iron cobra is exactly what
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     10th Hold the Line 15th Ferocious Charger 18th Vigilant Defender  Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
                                                
                                            
                                                
                                                     have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     her. Levna Drakehorn
 1st-Level Warrior (Defender); 
 Medium Humanoid (Human), Lawful Good
 Armor Class 18 (plate)
 Hit Points 13 (2d8 + 4)
 Speed 30 ft.
   STR
  15 (+2) 
 
  DEX
  10 (+0
                                                
                                            
                                                
                                                    ) 
 
  CON
  14 (+2) 
 
  INT
  10 (+0) 
 
  WIS
  11 (+0) 
 
  CHA
  14 (+2)
Saving Throws Con +4
 Skills Athletics +4, Intimidation +4, Perception +2
 Senses passive Perception 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Sprite Elusive Defender of Fey Realms Habitat: Forest, Planar (Feywild); Treasure: Armaments Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other
                                                
                                            
                                                
                                                    .
 Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Gigant A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since
                                                
                                            
                                                
                                                     (natural armor)
 Hit Points 325 (21d20 + 105)
 Speed 50 ft., burrow 50 ft., fly 80 ft.
  STR
 24 (+7)
 DEX
 14 (+2)
 CON
 21 (+5)
 INT
 3 (−4)
 WIS
 14 (+2)
 CHA
 11 (+0)
 
 Saving Throws
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics
                                                
                                            
                                                
                                                     options: Attacker. The sidekick gains a +2 bonus to all attack rolls. Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is
                                                
                                            
                                                
                                                     Features” earlier in this chapter). 81–82 The moonblade gains the finesse property. 83–84 The moonblade gains the thrown property (range 20/60 feet). 85–86 The moonblade functions as a defender. 87–90
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as
                                                
                                            
                                                
                                                     (1d10 + 2) piercing damage.
 Fire Breath (Recharge 5–6). The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     his heart for underdogs, even if they lack the strength to win the fight. It is easier, he believes, to make a hero from a weakling who has a heroic heart than it is to turn a brute into a defender of
                                                
                                            
                                                
                                                     long rest. Charisma is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being frightened. Iroas’s Disciple Piety 25+ Iroas trait As a bonus action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature
                                                
                                            
                                                
                                                    , unaligned
 Armor Class 16 (natural armor)
 Hit Points 263 (17d20 + 85)
 Speed 30 ft.
   STR
 26(+8)
 
  DEX
 7(−2)
 
  CON
 20(+5)
 
  INT
 1(−5)
 
  WIS
 3(−4)
 
  CHA
 3(−4)
Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
                                                
                                            
                                                
                                                     net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
                                                
                                            
                                        






