Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'matures saving with only attacker from for led'.
Other Suggestions:
matches saving with only attack from for led
matures saving with only attack from for led
measures saving with only attack from for led
matches saving with only attacks from for led
matters spring with only attack from for led
Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Spells
Player’s Handbook
against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls
Magic Items
Eberron: Forge of the Artificer
charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.
Spells
Forgotten Realms: Heroes of Faerûn
For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.
Monsters
Forgotten Realms: Adventures in Faerûn
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
Monsters
Astarion's Book of Hungers
Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter
smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled
Monsters
Forgotten Realms: Adventures in Faerûn
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
Faerie Fire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Monsters
Tomb of Annihilation
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Parry. The gladiator adds 3 to its AC against one melee attack that
Amnizu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are
closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Magic Items
Guildmasters’ Guide to Ravnica
makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the
attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Monsters
Phandelver and Below: The Shattered Obelisk
Encephalon Progeny. The gemmule matures into an encephalon cluster if not killed within 30 (4d12 + 4);{"diceNotation":"4d12+4", "rollType":"roll", "rollAction":"Days"} days of its creation.
Magic
Resistance. The gemmule has advantage on saving throws against spells and other magical effects.Psychic Slam. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Psychic
Monsters
Princes of the Apocalypse
Evasion. If Hellenrae 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.
Stunning Strike (Recharge 5–6). When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
makes an attack roll against it, the enchanter forces the attacker to make a DC 14 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other
than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.Enchanters know how to magically influence minds. Benign enchanters use this magic to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including
the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for
Monsters
Tales from the Yawning Portal
30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the
attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker
Holy Aura
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the
attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful
Gladiator
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Parry. The gladiator adds 3 to its AC against one melee attack that
Knight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Brave. The knight has advantage on saving throws against being frightened.Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A
Erinyes
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
on a hit (included in the attacks).
Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.Multiattack. The erinyes makes three attacks.
Longsword
damage plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 14 Constitution saving throw or be
Marilith
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one
or carrying, up to 120 feet to an unoccupied space it can see.Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be
Drow Elite Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma
":"Hand Crossbow","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the
Amnizu (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature
that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, ability checks, and saving throws.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6
+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. He has advantage on saving throws against being charmed, and magic can't put him to sleep.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the upper class
Monsters
The Book of Many Things
must succeed on a DC 18 Constitution saving throw or have the incapacitated condition until the start of its next turn, as the insects ravage its body.
Legendary Resistance (3/Day). If the champion
fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes two Blight Staff attacks, two Plague Bolt attacks, or one of each.
Blight Staff. Melee Weapon Attack: +9
Monsters
Baldur’s Gate: Descent into Avernus
Tactical Discipline. The fist of Bane has advantage on all ability checks and saving throws made during combat.Mace. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit
to strict military hierarchies. The lowest rank consists of the fist of Bane;fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consul;iron consuls, cunning
Monsters
Baldur’s Gate: Descent into Avernus
Tactical Discipline. The iron consul has advantage on all ability checks and saving throws made during combat.Multiattack. The iron consul makes one attack with its spear and can use its Voice of
soldiers who obey all orders without hesitation. They are led by iron consul;iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlet of bane;black gauntlets are the priests who command the consuls.
Master Thief
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6
(1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing damage.Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Death Knight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Baldur’s Gate: Descent into Avernus
Amphibious. Crokek'toeck can breathe air and water.
Magic Resistance. Crokek'toeck has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crokek'toeck's weapon
;barlguras, 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Disgorge Allies"} gnoll;gnolls led by 1 gnoll fang of Yeenoghu, 6d6;{"diceNotation":"6d6","rollType":"roll","rollAction":"Disgorge
Monsters
Storm King's Thunder
Dwarven Resilience. The Weevil has advantage on saving throws against poison and resistance to poison damage.Multiattack. As an action, the Weevil can make three melee attacks, two attacks with one
"} slashing damage.Parry. The Weevil adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Monsters
Eberron: Rising from the Last War
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.Multiattack. The warforged makes two armblade attacks
. or range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Protection. When an attacker the






