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Returning 35 results for 'defender saving rules'.
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defenses saving rolls
defends saving rolls
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Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Monsters
Forgotten Realms: Adventures in Faerûn
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
Marine Burst attack.
Whirlpool. Strength Saving Throw: DC 18, each creature in a 30-foot Emanationoriginating from Biha Babir. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
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
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
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
Quests from the Infinite Staircase
leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 24 hours. While
damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun.Multiattack. The leprechaun makes two Cobbler’s Hammer attacks and can use Spellcasting
Calm Emotions
Legacy
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Spells
Basic Rules (2014)
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can
choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened
Monsters
Planescape: Adventures in the Multiverse
"} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender’s Power of Authority
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
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
Monstrous Compendium Vol. 4: Eldraine Creatures
advantage on Dexterity saving throws, and the rider can force an attack targeted at its mount to target the rider instead.
Undead Fortitude. If damage reduces the rider to 0 hit points, it must make
a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rider drops to 1 hit point instead.Multiattack. The rider
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
Monsters
The Wild Beyond the Witchlight
Cunning Action. On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Fey Ancestry. Raezil has advantage on saving throws against being charmed, and magic
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
Monsters
The Book of Many Things
Evasion. If Delour is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half
. If the target is a Humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment
Magic Items
Icewind Dale: Rime of the Frostmaiden
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that
Magic Items
Princes of the Apocalypse
that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Proficiency Bonus
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Rules
checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your
(History) checks.
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4
Monsters
Quests from the Infinite Staircase
Legendary Resistance (2/Day). If Nafik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Nafik has advantage on saving throws against spells and other magical effects
(6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Rotting Fist", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Evasion. If the high fae is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only
half damage if it fails, provided it doesn’t have the incapacitated condition.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
Monsters
Fizban's Treasury of Dragons
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Elemental Strike attacks.
Elemental Strike. Melee or Ranged
within 60 feet of itself. Each target must make a DC 19 Constitution saving throw, taking 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Negotiate Life", "rollDamageType
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
Monstrous Compendium Vol. 2: Dragonlance Creatures
Legendary Resistance (2/Day). If the Forest Master fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Forest Master has advantage on saving throws against spells and other
carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray"}. The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade
saving throw. On a failed save, the target takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Vexing Prank", "rollDamageType":"psychic"} psychic damage and has the frightened
Inquisitor of the Mind Fire
Legacy
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monsters
Van Richten’s Guide to Ravenloft
":"Silver Longsword","rollDamageType":"force"} force damage.
Mind Fire. The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a DC 15 Intelligence saving
":"recharge","rollAction":"Inquisitor's Command"}. Each creature of the inquisitor’s choice that it can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until