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Returning 35 results for 'more saving with only actions fiends for life'.
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Magic Items
Dungeon Master’s Guide
);Fey
61-70
Scroll of Protection (Fiends);Fiends
71-75
Scroll of Protection (Giants);Giants
76-80
Scroll of Protection (Monstrosities);Monstrosities
81-85
Scroll of Protection
area, the effect ends.
As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.
Magic Items
Dungeon Master’s Guide
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Monsters
Monster Manual
. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions and alignment.
Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits
is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Monsters
Monster Manual
. Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’s choice in a 5-foot Emanation originating from the sahuagin. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.Acid, Cold
Magic Items
Dungeon Master’s Guide
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
–35
Dragons
36–45
Elementals
46–50
Humanoids
51–60
Fey
61–70
Fiends
71–75
Giants
76–80
Monstrosities
81–85
Oozes
86–90
Plants
91–00
Undead
Spells
Player’s Handbook
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
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
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
Monsters
Monster Manual
ft. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Thorn Volley", "rollDamageType":"Piercing"} Piercing damage.
Life-Draining Root. Constitution Saving Throw: DC 20
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
Spells
Player’s Handbook
floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways
:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
Spells
Player’s Handbook
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
":"roll", "rollAction":"Eye rays"}; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2–6
The target doesn’t move or take actions.
7–8
The target doesn
Magic Items
Dungeon Master’s Guide
you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
":"Corrupting Touch"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Corrupting Touch", "rollDamageType":"Necrotic"} Necrotic damage.
Horrify. Wisdom Saving
Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Magic Items
Dungeon Master’s Guide
of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage
defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
Monsters
Monster Manual
Celestial Restoration. If the naga dies, it returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Celestial Restoration"} days and regains all its Hit Points unless Dispel
);{"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
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure
Monsters
Monster Manual
Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical
take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.
Charging Horn. The unicorn moves up to half its Speed without provoking opportunity attack
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each
Monsters
Monster Manual
.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two Slam attacks
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hasten"}. The golem takes the Dash and Disengage actions.
Monsters
Monster Manual
.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +14
", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Cold Breath
Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
Monsters
Monster Manual
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8
damage.
Mind-Rending Roar (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind-Rending Roar"}. Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating
Spells
Player’s Handbook
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot
Spells
Player’s Handbook
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.
Bonus Actions
Venomous Spew (Centipede
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Monsters
Monster Manual
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +11
", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone






