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Returning 35 results for 'resist score'.
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Monsters
Out of the Abyss
Brave. Horgar has advantage on saving throws against being frightened.
Resistance. Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or
of gauntlets of ogre power, giving him a Strength score of 19.Multiattack. Horgar makes two melee attacks.
+2 Warhammer. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Dungeon Delver
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Playerâs Handbook (2014)
the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Traveling at a fast pace doesn't impose the normal â5 penalty on your passive Wisdom (Perception) score.
Species
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While theyâre usually found in the Feywild, satyrs do wander to other planes of
member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character
feats
Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
Dodge Spells. You can take a Reaction to avoid a spell that is targeting only you and doesnât create
, you can reduce its Speed by 15 feet until the start of your next turn.
Resist Curses. You have Advantage on saving throws against Shadowsteel curses and spells with a duration of more than 10 minutes.
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
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Rules
A saving throw â also called a save â represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You donât normally decide to make a saving throw
bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. Traveling at a fast pace doesnât impose the normal -5 penalty on your passive Wisdom (Perception) score.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Saving Throw A saving throwâalso called a saveârepresents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (âD20 Testsâ).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throw A saving throwâalso called a saveârepresents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also âPlaying the Gameâ (âD20 Testsâ).
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effectâsuch as a spell, monster ability, or trapâcalls for it, telling you
what kind of saving throw is involved and providing a DC for it. In other situations that call for a saving throw, itâs up to you to decide which ability score is involved. The Abilities, Ability Checks, and Saving Throws table offers suggestions.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Ability Score Measures... Make an Ability Check To... Make a Saving Throw To... Strength Physical might Lift, push, pull, or break something Physically resist direct force Dexterity Agility, reflexes
character is reactively trying to avoid or resist something, use a saving throw. Which Ability Does the Test Use? Think about which ability has the most influence on a characterâs chance to succeed on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Araumycos with their own minds. A creature flies through the Astral Plane at a speed in feet equal to 3 Ă its Intelligence score, but a feeling of timelessness on the plane makes it difficult to judge
come to the floating skull, the more strongly they feel a presence â the mind of Araumycos, to which they are linked. That consciousness is largely unaware of them, lulled by the insidious influence of Zuggtmoyâs spores and unable to resist the demon queenâs presence.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Kalashtar Traits Your kalashtar character has the following traits. Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1. Age. Kalashtar mature and age at
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the
rises, the curse becomes too strong to resist, transforming the individual into its beast form â or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kalashtar Traits Your kalashtar character has the following traits. Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1. Age. Kalashtar mature and age at
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual
voluntarily, but many canât resist transforming during the nights of a full moon. Werewolf Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
AC 15 Initiative +4 (14)
HP 71 (11d8 + 22)
Speed
30 ft., 40 ft. (wolf form only)
Ability Score Mod Save
Str 16 +3 +3
Dex 14 +2 +2
Con 14 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many
, Zizzix Goblin Traits Your goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
archery contest, you might decide that the more an attack roll exceeds the targetâs AC, the higher the characterâs score. The archery target might have AC 11, but it has five concentric rings indicating
rules cover what happens on a natural 20 (itâs a Critical Hit) or a natural 1 (it always misses). Resist the temptation to add additional negative consequences to a natural 1 on an attack roll: the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
their example. Is this something you proudly embrace, or do you resist it? Do you know another elf with the same patron ancestor, and whatâs your relationship to that character? Do you know an elf
Strength score by 1, to a maximum of 20. While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. A double-bladed scimitar has the finesse property when you wield it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuverâs effects. The saving throw DC is calculated as follows: Maneuver
. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to
, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
actively looking for a trap can attempt a Wisdom (Perception) check against the trapâs DC. You can also compare the DC to detect the trap with each characterâs passive Wisdom (Perception) score to
, contain, or drive off any creature unfortunate enough to trigger them. A trapâs description specifies what happens when it is triggered. The attack bonus of a trap, the save DC to resist its effects, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
icy path that leads to the Cave of the Berserkers (see "Cave of the Berserkers"). There is no saving throw to resist this teleportation effect. Chwinga Chwingas are elemental spirits that mean no
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
. Ability Scores and Modifiers Monsters, like player characters, have the six ability scores. A monster canât have a score lower than 1 or higher than 30 in any ability. A monsterâs score in any
throw Step 12. Save DCs A monster might have an attack or some other trait that requires a target to make a saving throw. The save DCs to resist such effects have a direct bearing on the monsterâs
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to which theyâre attached. Any creature that touches one of these paintings is magically transported to its extradimensional spaceâa cube-shaped stone chamber 30 feet on a side. A creature can resist
who have a passive Wisdom (Perception) score of 15 or higher spot the medusas and arenât surprised by them. Banquet This paintingâs extradimensional space contains a 15-foot-long banquet table covered
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Tainted by foul Far Realm energies, the coiled, 40-foot-long anaconda is unconscious. A character who has a passive Wisdom (Perception) score of 14 or higher sees that Chimagua is incorporeal, fading in and
death. If the creature is unaware of the podâs effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. âThe safest place to be is behind the toughest warrior in the room.â Bond. âIn life and in death, Iâm the only one who matters.â Flaw. âWho can resist a little drama?â Knight Caradoc carries a
Wisdom (Perception) score notices a blood trail leading to a small, shattered door at the rear of the room. Beyond it, a hall leads to the sealed staircase detailed in the âPath Belowâ section
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bear. He has an Intelligence score of 18 and the following additional action option: Spellcasting (Humanoid or Hybrid Form Only). Eliphas casts one of the following spells, using Intelligence as the
you can see, is highly unstable. I thought I could keep the diamond safe, but I couldnât resist showing it off from time to time. I let my vanity get the better of me.â The Entity. âSomething alien and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar named Dreck huddles in the southwest corner, trying to avoid detection. Despite his effort, any character with a passive Wisdom (Perception) score of 14 or higher notices the duergarâs cold
, Undercommon
Challenge 2 (450 XP)
Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and a shambling mound. These creatures lurk amid the gardenâs vegetation. Characters who have a passive Wisdom (Perception) score of 16 or higher see the creatures. A recent effort by the Onyx Scar to
characters allow it, Rilagoâs ghost uses Possession against a willing character, who forgoes the saving throw to resist the effect. Only then can the ghost leave the crypt and return the shard of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ledge. Any character with a passive Wisdom (Perception) score of 12 or more notices the ghouls. The ghouls notice any light or noise elsewhere in the cave and quickly bound down to attack. They are hungry
, magic missile,suggestion
Roleplaying Nezznar. Even though he intends to kill the characters, Nezznar canât resist being curious about them. Given the chance, he quizzes the characters at length
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) checks. Young Remorhaz. The cracking of ice and a faint tremor presage the arrival of this hungry monster. Characters who have a passive Wisdom (Perception) score of 11 or higher arenât surprised when
roofs that are covered with turf to resist burning. The homes are half-buried in the ground and from a distance can be easily mistaken for small grassy knolls. The hills north of Jalanthar are riddled
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gets its name from the thousands who died in the flood. Travelers on the High Road, which skirts the Mere to the east, must resist the urge to be lured into the swamp by bobbing will-oâ-wisps
typical member is a veteran, with the following changes: A member of the Axe of Mirabar has AC 18 (plate), 67 (9d8 + 27) hit points, and a speed of 25 feet. He or she has a Constitution score of 16
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
following changes: The leader is chaotic neutral. He or she has a Dexterity score of 15 (+2) and AC 14. He or she speaks Bothii (the Uthgardt language), Common, and Elvish. The leader carries an oathbow
words. If the party conducts a search without the dryadsâ consent, the dryads attempt to charm the characters and command them to return whence they came. The dryads attack intruders who resist their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Class is 13 (natural armor). He has a swimming speed of 30 feet, and he can hold his breath for 15 minutes. He has a Wisdom score of 18 (+4). His skills are Deception +7, Insight +6, Persuasion +7
. His passive Perception score is 14, and he has disadvantage on all Wisdom (Perception) checks. He speaks Draconic and Common. Sauriv is extremely wise, and it is due to his inspiration that the






