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Returning 35 results for 'safest takes'.
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saves takes
Spells
Player’s Handbook
immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must
Spells
Player’s Handbook
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action
and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spells
Player’s Handbook
save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The
target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for
Monsters
Dragonlance: Shadow of the Dragon Queen
difficult terrain. He takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"force"} force damage if he ends his turn inside an object
;The safest place to be is behind the toughest warrior in the room.”
Bond. “In life and in death, I’m the only one who matters.”
Flaw. “Who can resist a little drama
Monsters
Icewind Dale: Rime of the Frostmaiden
(Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"roll","rollAction":"Stone"}.Goliath legends speak of
the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn
, and become frightened of Moloch for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
monsters
the offer and immediately take a Reaction to move up to half its Speed to get away from the creature by the safest route possible.Multiattack. The drakkenhob makes two Rend attacks.
Rend. Melee Attack
":"Terrifying Breath", "rollDamageType":"Psychic"} Psychic damage, and the target drops whatever it is holding and has the Frightened condition. A Frightened target takes the Dash action and moves away
spells
. It takes the Dash action and moves toward its nearest enemy by the safest route on each of its turns unless there is nowhere to move. When an enemy is within 5 feet of it, it makes an Unarmed Strike against that target.
watches itself rot. Choose one of the following effects.
A creature selflessly tries to prevent the disease from spreading to its allies. Whenever it starts its turn within 30 feet of an ally, it takes the
Eidolon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"force
throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its
spells
you as it can, using the safest route. On a successful save, the creature takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6.
saving throw. On a failed save, a target takes 5d12 Necrotic damage, has the Frightened condition until the start of your next turn, and must immediately use its Reaction, if available, to move as far from
Moloch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
other magical effects.
Magic Weapons. Moloch's weapon attacks are magical.
Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function
":"psychic"} psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest
Eyebite
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper
awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless
Titivilus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
.
Magic Weapons. Titivilus's weapon attacks are magical.
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the
","rollAction":"Silver Sword","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes
monsters
. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the hypnovulfen, and takes 21 (6d6);{"diceNotation":"6d6", "rollType
memories and regains 25 Hit Points.
If the hypnovulfen takes 30 damage or more on a single turn from the swallowed creature, the hypnovulfen must succeed on a DC 16 Constitution saving throw at the end
spells
4d8 psychic damage on a failed save and must use a reaction to move as far away as it can from the point you chose, using the safest route. On a successful save, the target takes half as much
horrifying moment. When you cast this spell, choose one of the following options:
The Darkness Hides Terrors. Creatures of your choice in the area must make Dexterity saving throws. A target takes
monsters
target has the Frightened condition. At the start of its turn, the target must succeed on a DC 16 Wisdom saving throw or take the Dash action and move away from the widow by the safest and shortest
either an action or a Bonus Action, but not both, and it can make only one attack if it takes the Attack action. Failure by 5 or More: The target has the Unconscious condition for 1 minute, until it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its
turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its
turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its
turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
shore. The way into the crater’s basin is a hazardous slope of loose scree.
From the crater’s rim, it’s a 150-foot descent to the lake’s edge. The safest path to the lake is a series of switchbacks
hazardous scree. On a failed check, the creature tumbles down the steep slope; the creature takes 21 (6d6) bludgeoning damage and has the prone condition when it reaches the crater floor.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Overland Voyage If the characters decline the sea voyage, they can consult a map at Candlekeep that shows the safest and fastest overland route, starting with the Way of the Lion, the road that leads
into the forest and eventually leads to the outskirts of the grippli village. This route, well over 100 miles in total, takes at least seven days to traverse by foot, and at the end of it the characters
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
shore. The way into the crater’s basin is a hazardous slope of loose scree.
From the crater’s rim, it’s a 150-foot descent to the lake’s edge. The safest path to the lake is a series of switchbacks
hazardous scree. On a failed check, the creature tumbles down the steep slope; the creature takes 21 (6d6) bludgeoning damage and has the prone condition when it reaches the crater floor.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Overland Voyage If the characters decline the sea voyage, they can consult a map at Candlekeep that shows the safest and fastest overland route, starting with the Way of the Lion, the road that leads
into the forest and eventually leads to the outskirts of the grippli village. This route, well over 100 miles in total, takes at least seven days to traverse by foot, and at the end of it the characters
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from