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                        Returning 35 results for 'save sheds'.
                    
                
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Illumination. The flameskull sheds Bright Light in a 15- foot radius and Dim Light for an additional 15 feet.
Magic Resistance. The flameskull has Advantage on saving throws against spells and other
                                                
                                            
                                                
                                                    , requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand 2/Day: Magic Missile (level 2 version) 1/Day: FireballFire, Necrotic, Poison
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
                                                
                                            
                                                
                                                     condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
                                                
                                            
                                                
                                                     following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand 1/Day: FireballHellish Rebuke (2/Day). The azer
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
                                                
                                            
                                                
                                                     Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
                                                
                                            
                                                
                                                     the sphere into a creatureâs space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
                                                
                                            
                                                
                                                     DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
                                                
                                            
                                                
                                                     violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks canât pass
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space large enough for a Medium creature
                                                
                                            
                                                
                                                     Acid","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.Clinging to the wall of a water-filled chamber inside The Hidden Shrine of Tamoachan is
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Illumination. Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. She can switch between the options as an action.
Magic
                                                
                                            
                                                
                                                    );holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Aura of Radiance. The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the
                                                
                                            
                                                
                                                     throws against spells and other magical effects.
Spellcasting. The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light canât be shut off in these conditions.
As an action, you can cast a
                                                
                                            
                                                
                                                     version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it canât be used again until the next dawn.
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                    You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a
                                                
                                            
                                                
                                                     of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     the spellcasting ability (spell save DC 13):
At will: command,* detect thoughts,* sending*
1/day each: confusion,* dominate monster*
*To cast this spell, the swarm must have more than half its hit
                                                
                                            
                                                
                                                     psionic abilities and the accumulated memories of its constituents.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     failed save, or half as much damage on a successful one.Multiattack. The giant makes two Searing Scepter attacks or two Bolt of Imix attacks.
Searing Scepter. Melee Weapon Attack: +11;{"diceNotation
                                                
                                            
                                                
                                                     branded. While branded in this way, the target becomes visible if itâs invisible, canât become invisible, and sheds dim light in a 5-foot radius. The brand disappears after 24 hours, or
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the targetâs hit point
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Legendary Resistance. Once per day, when he fails a saving throw, he can choose to succeed instead.
Equipment. Harshnag wears plate, +3;+3 plate armor and wields Gurt's greataxe. The axe sheds light
                                                
                                            
                                                
                                                     human.
As an action, Harshnag can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it canât be used again until the
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    );{"diceNotation":"8d6","rollType":"damage","rollAction":"Explode","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Flyby. The comet doesnât provoke
                                                
                                            
                                                
                                                     opportunity attack;opportunity attacks when it flies out of an enemyâs reach.
Illumination. The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Siege Monster
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     takes 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Grounded Lightning","rollDamageType":"force"} force damage.
Illumination. The arclight phoenix sheds bright light in a 15-foot
                                                
                                            
                                                
                                                     saving throw, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Crackling Death","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Weapons. The golem's weapon attacks are magical.
Illumination. The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is
                                                
                                            
                                                
                                                     target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    "} fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
Form
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Heated Body","rollDamageType":"fire"} fire damage.
Illumination. The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.Slam. Melee Weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
                                                
                                            
                                                
                                                     telepathy.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"4d10", "rollType":"damage", "rollAction":"Fiery Death and Rebirth", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects
                                                
                                            
                                                
                                                     phoenix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Siege
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit
                                                
                                            
                                                
                                                    . On a failed save, the creature takes 42 (12d6);{"diceNotation":"12d6","rollType":"damage","rollAction":"Jammerscream","rollDamageType":"psychic"} psychic damage, and the helm is suppressed for 2d10
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archonsâ Aura of Menace for
                                                
                                            
                                                
                                                     24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     ball of light that contains its soul. The brigganock canât turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
                                                
                                            
                                                
                                                     the spellcasting ability (spell save DC 11):
At will: minor illusion, spare the dying
1/day each: animal friendship, faerie fire, meld into stone, silence
Time Lapse (Recharges after a Short or
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     inch without squeezing if fire could pass through that space.
Illumination. Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet.Multiattack. Maegera makes three
                                                
                                            
                                                
                                                    .
Spellcasting. Maegera casts fireball (spell save DC 19), requiring no material components and using Charisma as the spellcasting ability.Maegera can take 3 legendary actions, choosing from the options below
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     level of the spell on a failed save, or half as much damage on a successful one.Multiattack. The flail snail makes five Flail Tentacle attacks.
Flail Tentacle. Melee Weapon Attack: +5;{"diceNotation
                                                
                                            
                                                
                                                    . During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.Multiattack. The living portent makes two Radiant Strike attacks.
Radiant
                                                
                                            
                                                
                                                     DC 13 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Price of Defiance", "rollDamageType":"radiant"} radiant damage on a failed save, or half as
                                                
                                            
                                        
                                                     Magic Items
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the
                                                
                                            
                                                
                                                     a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     âArtifactsâ in chapter 7 of the Dungeon Masterâs Guide for details on randomly determined properties.
Luminous. The spear sheds bright light in a 30-foot radius and dim light for an
                                                
                                            
                                                
                                                    . The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     elemental energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) damage of a type of the colossusâs choosing: acid
                                                
                                            
                                                
                                                    ", "rollAction":"Elemental Breath (Lightning)", "rollDamageType":"lightning"}. On a successful save, a creature takes half as much damage.
At the same time as the colossus releases this exhalation
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     lanternâs flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the âDestroying the Lanternâ section).
Revealing Light. The lantern sheds
                                                
                                            
                                                
                                                     Lenses table. The gem lenses canât be removed from the lantern.
As an action while holding the lantern, you can burn some of the lanternâs fuel to cast a spell (save DC 20) through one or
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollAction":"Thunderbolt", "rollDamageType":"thunder"} thunder damage on a failed save, or half as much damage on a successful one.
One with the Storm (Costs 3 Actions). The giant vanishes
                                                
                                            
                                                
                                                     the undying form of a storm giant clinging to existence.
A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     23 Dexterity saving throw, taking 55 (10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Unearthly Bile","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on
                                                
                                            
                                                
                                                     that area.An emissaryâs greater form sheds all pretense of being part of a planeâs reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh
                                                
                                            
                                        





