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                        Returning 35 results for 'deflect saving'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d10+6", "rollType":"roll", "rollAction":"Deflect Missile"}, and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17
                                                
                                            
                                                
                                                    "} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.Deflect Missile (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Deflect Missile
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
                                                
                                            
                                                
                                                    While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d10","rollType":"roll","rollAction":"Deflect Attack"}.
Don’t Be There. When the conduit must make a saving throw, it can move up to half its speed without provoking
                                                
                                            
                                                
                                                    . If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):
Incapacitate. The target must succeed on a DC 15 Constitution saving throw or
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Halfling Nimbleness. Havia can move through the space of a Medium or larger creature.
Brave. Havia has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
                                                
                                            
                                                
                                                     effects:
The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                     of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
                                                
                                            
                                                
                                                     damage (your choice) equal to 4d10 plus your spellcasting ability modifier.
In addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice
                                                
                                            
                                                
                                                     of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     Constitution saving throw, taking 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Acid Breath","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a
                                                
                                            
                                                
                                                     natural armor, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells.Acid, Psychic
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollDamageType":"force"} force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane’s next turn.
Whip
                                                
                                            
                                                
                                                     missile. The damage he takes from the attack is reduced by 1d10 + 10;{"diceNotation":"1d10+10","rollType":"roll","rollAction":"Deflect Missile"}. If the damage is reduced to 0, Steel Crane catches
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Halfling Nimbleness. Mookie can move through the space of a Medium or larger creature.
Brave. Mookie has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
                                                
                                            
                                                
                                                     additional effects:
The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollDamageType":"force"} force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the of Jade Tigress’s next turn.
Poisoned
                                                
                                            
                                                
                                                    , and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Heal Self (Recharges after a Long Rest). Jade Tigress regains 2d8 + 2;{"diceNotation":"2d8+2
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d4","rollType":"roll","rollAction":"Unarmed Strike"}):
1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
3–4: Push. The target must
                                                
                                            
                                                
                                                     succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept.
Dart. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dart"} to
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.
Magic
                                                
                                            
                                                
                                                     following additional effects:
The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Hlam's choice).
The target must succeed on a DC 18 Dexterity saving throw or be
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
                                                
                                            
                                                
                                                     subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Legendary Resistance (2/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Thunder Strike","rollDamageType":"thunder"} thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     one of the following additional effects:
The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
The target must succeed on a DC 13 Dexterity saving
                                                
                                            
                                                
                                                     throw or be knocked prone.
The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.
Dart. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5
                                                
                                            
                                        
                                                    Martial Arts Adept
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
The target must succeed on a DC 13
                                                
                                            
                                                
                                                     Constitution saving throw or be stunned until the end of the adept's next turn.
Dart. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     of the following additional effects:
The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
The target must succeed on a DC 13 Dexterity saving throw
                                                
                                            
                                                
                                                     or be knocked prone.
The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.
Dart. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
                                                
                                            
                                                
                                                    Ring of Spell Turning Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
                                                
                                            
                                                
                                                    Ring of Spell Turning Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     chain in a crushing overhead smash that’s nearly impossible to block or deflect. Ogre Chain Brute
 Large giant, chaotic evil
 Armor Class 11 (hide armor)
 Hit Points 59 (7d10 + 21)
 Speed 40 ft
                                                
                                            
                                                
                                                     make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Bonus Class Features Martial Arts Focus Points Unarmored Movement   1 +2 Martial Arts, Unarmored Defense 1d6 — — 2 +2 Monk’s Focus, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft. 3 +2 Deflect
                                                
                                            
                                                
                                                    . 12 +4 Ability Score Improvement 1d10 12 +20 ft. 13 +5 Deflect Energy 1d10 13 +20 ft. 14 +5 Disciplined Survivor 1d10 14 +25 ft. 15 +5 Perfect Focus 1d10 15 +25 ft. 16 +5 Ability Score Improvement
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     choose one of the following additional effects:
  The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice). The target must succeed on a DC 13 Dexterity
                                                
                                            
                                                
                                                     saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.  Dart. Ranged Weapon Attack: +5 to hit, range 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     damage. If the target is a creature, the adept can choose one of the following additional effects:
  The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s
                                                
                                            
                                                
                                                     choice). The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     (15d8 + 30)
 Speed 50 ft.
  STR
 10 (+0)
 DEX
 19 (+4)
 CON
 14 (+2)
 INT
 10 (+0)
 WIS
 18 (+4)
 CHA
 12 (+1)
 
 Saving Throws Wis +7, Cha +4
 Skills Acrobatics +7, Performance +4
                                                
                                            
                                                
                                                     choose one of the following additional effects (up to once per turn each):
 Incapacitate. The target must succeed on a DC 15 Constitution saving throw or have the incapacitated condition until the end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
                                                
                                            
                                                
                                                    . These abilities are represented by the following action options. Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Bonus Class Features Martial Arts Focus Points Unarmored Movement   1 +2 Martial Arts, Unarmored Defense 1d6 — — 2 +2 Monk’s Focus, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft. 3 +2 Deflect
                                                
                                            
                                                
                                                    . 12 +4 Ability Score Improvement 1d10 12 +20 ft. 13 +5 Deflect Energy 1d10 13 +20 ft. 14 +5 Disciplined Survivor 1d10 14 +25 ft. 15 +5 Perfect Focus 1d10 15 +25 ft. 16 +5 Ability Score Improvement
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     effects (choose one or roll a d4):
 1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
 3–4: Push. The target must succeed on a DC 13 Strength saving throw or
                                                
                                            
                                                
                                                     be pushed up to 10 feet directly away from the adept.
 Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
 Reactions
 Deflect Missile. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     damage.
 Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
 Reactions
 Deflect Missile
                                                
                                            
                                                
                                                     (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    )
 INT
 4 (−3)
 WIS
 10 (+0)
 CHA
 6 (−2)
 
 Saving Throws Dex +1 plus PB, Con +2 plus PB
 Skills Athletics +2 plus PB, Perception +0 plus PB × 2
 Damage Immunities poison
 Condition
                                                
                                            
                                                
                                                    .
 Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
 Reaction
 Deflect Attack. The defender imposes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    )
 
  INT
 12 (+1)
 
  WIS
 14 (+2)
 
  CHA
 14 (+2)
Saving Throws Str +1, Dex +5
 Skills Acrobatics +5, History +3, Intimidation +4, Stealth +5
 Senses passive Perception 12
 Languages
                                                
                                            
                                                
                                                     Common, Draconic, Elvish, Halfling
 Challenge 3 (700 XP)
  
 Brave. Rosie has advantage on saving throws against being frightened.
 Halfling Nimbleness. Rosie can move through the space of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    , and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells. Braxat
 Huge Giant, Typically Neutral
 Armor Class 18
                                                
                                            
                                                
                                                     target. Hit: 21 (3d8 + 8) bludgeoning damage.
 Acid Breath (Recharge 6). The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18 Constitution saving throw, taking 26
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
  14 (+2)
 
  DEX
  12 (+1)
 
  CON
  14 (+2)
 
  INT
  4 (–3)
 
  WIS
  10 (+0)
 
  CHA
  6 (–2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
 Skills Athletics +2 plus PB
                                                
                                            
                                                
                                                     5 feet of it.
 Reaction
 Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     (+4) 
 
  DEX 
  14 (+2) 
 
  CON 
  15 (+2) 
 
  INT 
  16 (+3) 
 
  WIS 
  14 (+2) 
 
  CHA 
  11 (+0)
Saving Throws Str +7, Con +5
 Skills Athletics +7, Insight +6, Intimidation
                                                
                                            
                                                
                                                    : +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the of Jade Tigress’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                    , the target gets to keep its head. Would an elf get a saving throw versus a philter of love as it’s a charm? The description implies there is no save. There is no save against the philter of love
                                                
                                            
                                                
                                                     your action to don the shield as normal (see “Getting Into and Out of Armor” in chapter 5 of the Player’s Handbook). If a character hits a monk with a dwarven thrower and the monk uses Deflect Missiles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    
  14 (+2)
 
  DEX
  12 (+1)
 
  CON
  14 (+2)
 
  INT
  4 (-3)
 
  WIS
  10 (+0)
 
  CHA
  6 (-2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
 Skills Athletics +2 plus PB
                                                
                                            
                                                
                                                     feet of it.
 Reaction
 Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature
                                                
                                            
                                        






