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Returning 35 results for 'make saving with only also flame for led'.
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make saving with only also flames for led
make saving with only also flayer for led
Monsters
Monster Manual
Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
feet.Multiattack. The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination.
Flame Scepter. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Spells
Player’s Handbook
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
Monsters
Monster Manual
Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType
"} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
Spells
Player’s Handbook
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover
Equipment
Inhaled Poison
A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
Monsters
Monster Manual
instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes one
Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 10 (2d6 + 3
Equipment
Inhaled Poison
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition
Monsters
Monster Manual
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
effects.Multiattack. The salamander makes two Flame Trident attacks.
Flame Trident. Melee or Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Flame Trident"}, reach 5 ft. or
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict
.
Flame Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Flame Spear"}, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
Monsters
Monster Manual
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination
":"Searing Fork", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Hurl Flame"}, range 150 ft. Hit: 26 (5d8 + 4
Monsters
Monster Manual
":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Fire.
Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects
for 365 days.Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
Equipment
Contact Poison
A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
Equipment
Injury Poison
A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more
, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Equipment
Contact Poison
A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed
Magic Items
Dungeon Master’s Guide
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Magic Items
Dungeon Master’s Guide
, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution
opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Equipment
creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw
Monsters
Monster Manual
Flame Aura. At the end of each of the gorgon’s turns, each creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
Magic Items
Dungeon Master’s Guide
air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save
the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.
Feats
Player’s Handbook
use this benefit only once on each of your turns.
Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.
creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Holy Word"}. Wisdom Saving Throw: DC 17, each enemy in a 20-foot Emanation originating from the archpriest. Failure: 21 (6d6);{"diceNotation":"6d6
Each: Flame Strike (level 6 version), Greater Restoration, Raise Dead, Zone of TruthDivine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Spells
Player’s Handbook
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Classes
Player’s Handbook
Make Mischief and Challenge Authority
The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride
. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.
Spells
Player’s Handbook
area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area
or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
Net
Legacy
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Equipment
Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.
A Large or smaller creature hit by a net is restrained until it is freed. A net
has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a
Magic Items
Dungeon Master’s Guide
each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it
Equipment
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Spells
Player’s Handbook
creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The Sphere moves 10 feet away
, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A
Monsters
Monster Manual
);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage.
Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60
ability (spell save DC 16):
At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True SeeingPoison
Equipment
have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must






