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                        Returning 35 results for 'drive saving'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollAction":"Stomp", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +8;{"diceNotation
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage.This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     on a DC 15 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6
                                                
                                            
                                                
                                                     saving throw or be frightened of the liondrake for 1 minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. A creature can repeat the saving throw at the end of
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.Ram. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Ram"} to
                                                
                                            
                                                
                                                     14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"spell", "rollAction":"Force Bolt"} to hit, range 30 ft., one target
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Fungal Fortitude. If damage reduces the trudge to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
                                                
                                            
                                                
                                                    ", "rollDamageType":"poison"} poison damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Brackish trudges are lumbering masses of sentient fungus and
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . The eidolon uses the sacred statue’s stat block in place of its own.
Turn Resistance. The eidolon has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The
                                                
                                            
                                                
                                                     eidolon doesn’t require air, food, drink, or sleep.Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical
                                                
                                            
                                                
                                                     that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must
                                                
                                            
                                                
                                                     repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     feet of itself, exposing the target to malevolent entities. The target must make a DC 14 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
                                                
                                            
                                                
                                                     its own. On a successful save, the target takes half as much damage only. An incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Siege
                                                
                                            
                                                
                                                     damage.
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
                                                
                                            
                                                
                                                     Hook
1
A ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the hollow dragon fails a saving throw, it can choose to succeed instead.
Reconstruction. When the hollow dragon is reduced to 0 hit points, its body breaks into
                                                
                                            
                                                
                                                    "} slashing damage.
Sapping Presence. Each creature of the hollow dragon’s choice within 60 feet of it must make a DC 19 Wisdom saving throw. On a failed save, the creature’s speed is halved
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in
                                                
                                            
                                                
                                                    ","rollDamageType":"bludgeoning"} bludgeoning damage.
Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
                                                
                                            
                                                
                                                     that yakfolk are lazy—quite the contrary. They simply consider most menial tasks beneath them.
Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
                                                
                                            
                                                
                                                     laboring oneself. It’s not that yakfolk are lazy—quite the contrary. They simply consider most menial tasks beneath them.
Yakfolk have a drive for learning, particularly when it comes to the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    
1
A ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea and is now
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
 Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
                                                
                                            
                                                
                                                     visits from a drow mage who corrects what the dragon has learned about the history of the elven schism.
5
A young emerald dragon attempts to drive off a clan of cyclops;cyclopes who have taken up
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
                                                
                                            
                                                
                                                     a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
                                                
                                            
                                                
                                                     creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
                                                
                                            
                                        
                                                    Mind Sliver
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and
                                                
                                            
                                                
                                                     subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
                                                
                                            
                                        
                                                    Dispel Evil and Good
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must
                                                
                                            
                                                
                                                     succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
                                                
                                            
                                                
                                                     Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. If Sammaster is reduced to 0 Hit Points while his magical soul gem exists, his lich form dissolves
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
                                                
                                            
                                                
                                                     Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
                                                
                                            
                                        
                                                    Nilbog
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , Tasha's hideous laughter, vicious mockery
1/day: confusion
Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end
                                                
                                            
                                                
                                                     fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    Magic Resistance. The forlarren has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The forlarren's innate spellcasting ability is Charisma (spell save DC 14
                                                
                                            
                                                
                                                     its nature. That aspect might drive it to drink itself nearly to death, or to throw itself into caring for others with such relentless energy that it eventually collapses from exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     succeeds on the saving throw.
 Action Stations
 Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor.
 Harpoon Flinger (Requires 1 Crew and Grants Half Cover
                                                
                                            
                                                
                                                    Tormentor The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward. Tormentor
 Huge vehicle (3,000 lb.)
 Creature Capacity 4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Mind Sliver Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within
                                                
                                            
                                                
                                                     range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Brontosaurus This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats. Brontosaurus
 Gargantuan beast, unaligned
                                                
                                            
                                                
                                                    )
Saving Throws Con +6
 Senses passive Perception 10
 Languages —
 Challenge 5 (1,800 XP)
 Actions
 Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     (cantrip), disguise self (1st level), phantasmal force (2nd level), major image (3rd level) Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them
                                                
                                            
                                                
                                                    , this creature can choose one ally it can see within 30 feet of it. Until the start of this creature’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Mind Spike Evocation Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 120 feet
 Components: S
 Duration: 1 Hour
 You drive a spike of psionic energy into the mind of one creature
                                                
                                            
                                                
                                                     you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Mind Spike Level 2 Divination (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 120 feet
 Components: S
 Duration: Concentration, up to 1 hour
 You drive a spike of psionic energy into the
                                                
                                            
                                                
                                                     mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     can be butchered, but the meat they yield spoils after a single day if uneaten. Eating spoiled meat might require a Constitution saving throw to keep the meal down, a Wisdom saving throw to avoid
                                                
                                            
                                                
                                                     characters’ need to forage and acquire supplies serves as a motivator to drive them to explore and visit different parts of the Underdark. The more desperate their need becomes — as levels of exhaustion rack up — the more risk players will likely be willing to take.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a
                                                
                                            
                                                
                                                     advantage on saving throws against spells and other magical effects.
 Actions
 Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving
                                                
                                            
                                        






