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Returning 35 results for 'monsters saving with only about from for lock'.
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Magic Items
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Spells
Player’s Handbook
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the
Picture or other likeness
−2
Garment or other possession
−4
Body part, lock of hair, or bit of nail
−10
On a successful save, the target isn’t affected
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Monsters
Eberron: Forge of the Artificer
Magic Resistance. The warden has Advantage on saving throws against spells and other magical effects.Multiattack. The warden makes two Arcane Whip attacks. It can replace one attack with a use of
":"1d6", "rollType":"recharge", "rollAction":"Shackling Glyph"}. Strength Saving Throw: DC 14, one creature the warden can see within 60 feet. Failure: The creature has the Grappled condition (escape
Monsters
Waterdeep: Dragon Heist
Special Equipment. Remallia has a figurine of wondrous power (silver raven).
Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic can't put her to sleep
level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force
6th
Canoloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Dimensional Lock. Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
Magic Resistance. The canoloth has advantage on saving throws
Monsters
Quests from the Infinite Staircase
cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sage’s next turn.
Spellcasting. The tower sage casts
one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: Dancing Lights, Mage Hand, Prestidigitation
1/day each: Arcane Lock, Burning Hands, Comprehend
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Tongue", "rollDamageType":"necrotic"} necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Force
, lightning bolt, mage armor
1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of forceArcane Ward (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Waterdeep: Dragon Heist
(3 slots): animal messenger, barkskin
Fey Ancestry. He has advantage on saving throws against being charmed, and magic can't put him to sleep.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation
"} bludgeoning damage with shillelagh.Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire Burst
or carried.These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at
Monsters
Quests from the Infinite Staircase
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls.Hooked Spear
others escaped the rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Demilich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn Immunity. The demilich is immune to effects that turn undead.Howl (Recharge
Monsters
Strixhaven: A Curriculum of Chaos
a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
Banderhobb
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
","rollType":"damage","rollAction":"Tongue","rollDamageType":"necrotic"} necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space
Monsters
Vecna: Eve of Ruin
Magic Resistance. The blazebear has advantage on saving throws against spells and other magical effects.
Mist Sight. The blazebear can see normally through heavily obscured areas created by mist or
":"1d6", "rollType":"recharge", "rollAction":"Stunning Gaze"}. The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or have
Monsters
Quests from the Infinite Staircase
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls.Chaos Blast
Strength saving throw. On a failed save, the creature takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Force Burst", "rollDamageType":"force"} force damage and has the prone
Scrying
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and
the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
Magic Resistance. The canoloth has advantage on saving
Monsters
Dragonlance: Shadow of the Dragon Queen
killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image 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.Multiattack. The draconian makes two Serrated Sword attacks and one Tail
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
The timepiece is of no use for reaching locations that are
Monsters
Waterdeep: Dungeon of the Mad Mage
/Day). If Halaster fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
Dream
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the
Monsters
Quests from the Infinite Staircase
saving throw or have the prone condition.Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Mordenkainen's Fiendish Folio Volume 1
Dire Cacophony. Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is
travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats
Monsters
Mythic Odysseys of Theros
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning. The
sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel’s saving throw succeeds and the spell is of 4th level or lower, the spell has
Monsters
Guildmasters’ Guide to Ravnica
sincerity have disadvantage.
Legendary Resistance (3/Day). If Isperia fails a saving throw, she can choose to succeed instead.
Magic Resistance. Isperia has advantage on saving throws against spells and
, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth
3rd level (3 slots): bestow curse
Monsters
Quests from the Infinite Staircase
can see within 60 feet of itself. If the target isn’t a vegepygmy, it must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (3d8);{"diceNotation":"3d8", "rollType
save, the target takes half as much damage only.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The oldest vegepygmies in a colony
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a DC 11 Wisdom saving throw or have the charmed
condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The horror has advantage on saving throws against
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.
Unusual Nature. The steel predator doesn’t require air, food, drink, or
make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Stunning Roar", "rollDamageType":"thunder"} thunder
Monsters
Infernal Machine Rebuild
","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by
master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.
He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of






