Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'measured saves with only are from for least'.
Other Suggestions:
measured save with only are from for least
measures save with only are from for least
measure shades with only are from for least
measures shades with only are from for least
measure shapes with only are from for least
Spells
Player’s Handbook
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.
4
Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A
Jackalwere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5
target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this
Howler
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.Multiattack. The
. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Strixhaven: A Curriculum of Chaos
Strixhaven.
Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesn’t require air, food
itself on a success.
A target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours.With cheerful dispositions and a knack for walking backward, Strixhaven
Monsters
Acquisitions Incorporated
disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or
Charisma checks made as part of a contest with Brahma.Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t
this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Gore"} to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10);{"diceNotation":"2d6+10", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"piercing"} piercing damage. If Baphomet moved at least
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The
strong wind.
3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
, the effect becomes a permanent feature of that body.
A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing
Saving Throw Proficiencies Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is
humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing
Saving Throw Proficiencies Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master’s
Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. Madness Severity Failed Saves Madness 1 Short-term 2–3 Long-term 4+ Indefinite
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Charge. If Baphomet moves at least 10 feet straight toward a target
, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Charge. If Baphomet moves at least 10 feet
each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. 4 Green. Failed Save: 12d6 Poison
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. 4 Green. Failed Save: 12d6 Poison
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The guide makes two Slam
target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours.
Bonus Actions
Need Directions? The guide takes the Help action.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Brahma Lutier Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of
each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the
saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to cause the rise and the ruin of dynasties Adult Dragons A dragon’s transition to adulthood is measured by two milestones: a century of life and a hoard worth around 15,000 gp or more. A hoard of
years, dragons take on ancient status, by which time they have typically amassed eight to ten caches whose total value is at least 200,000 gp. Ancient dragons continue expanding their hoards as the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this
damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The howler makes two Rending Bite
damage and be frightened until the end of the howler’s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
60 ft., passive Perception 15
Languages understands Abyssal but can’t speak
Challenge 8 (3,900 XP)
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the
creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While
much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. 4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10
become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Score. An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum Loyalty Score is equal to the highest Charisma score among all adventurers in the party, and its starting Loyalty
. If the characters own or operate a sailing ship or similar vessel, you can use these rules to track the loyalty of individual crew members or the ship’s crew as a whole. If at least half the crew’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don’t even realize they’ve been attacked by shorestalkers
(+1)
CHA
19 (+4)
Saves Dex +3, Int +3, Cha +7
Skills Athletics +6, Nature +6, Survival +4
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of
submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
lullaby.
A character who offers the wyrmling at least 10 GP has Advantage on this check. On a successful check, the wyrmling stops wailing, and its attitude improves to Friendly, as do the attitudes of
. See the D&D Beyond Basic Rules for more on Advantage and Disadvantage.
In area A5, if a character gives the dragon wyrmling at least 10 GP, that character has Advantage on an ability check to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Brotherhood agent in town. Tall, lean, tan, with short silver hair, he speaks in precise, measured statements of a man who has a keen eye for detail. He is dispassionate and takes a protective stance
do so, if only to prove himself right. The Scarlet Brotherhood in Play The Scarlet Brotherhood is an opportunistic faction. It seeks to cause the maximum amount of disruption with the least amount of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
move welcomed by no one — least of all the members of the Watch, who must now stand guard over the site until it can be investigated and closed. A character whose background entails knowledge of the
Common and Infernal. Big Gustava is the muscle of the duo. Devil Dog stays out of harm’s way, fleeing quickly if it looks like the situation might turn dire. She saves her spells to aid her escape






