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Returning 35 results for 'save spirits'.
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Spells
Player’s Handbook
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral
Spells
Player’s Handbook
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits
ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Spells
Player’s Handbook
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters
the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A
Spells
Forgotten Realms: Heroes of Faerûn
You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration
. When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.
Innate Spellcasting
(Psionics). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.
Innate Spellcasting (Psionics
). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery (see “Actions
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the
distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of
Monsters
Eberron: Rising from the Last War
material components.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material
. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Death Bolt", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
On a success or
to a djinni and is sometimes mistaken for one by adventurers.
Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Mjenir is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
.
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
Storm King's Thunder
of the following spells, using Wisdom as the spellcasting ability (spell save DC 12; +4;{"diceNotation":"1d20+4","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks):
At will
with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear
Monsters
Adventure Atlas: The Mortuary
feet of itself, exposing the target to malevolent entities. The target must make a DC 14 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
its own. On a successful save, the target takes half as much damage only. An incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Monsters
Waterdeep: Dragon Heist
Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
"} 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
Heroes of the Borderlands
see (Celestials, Fiends, Undead automatically fail the save). Failure: The sprite knows the target’s emotions.
Invisibility. The sprite has the Invisible condition for 1 minute. This effect
ends early immediately after the sprite makes an attack roll or deals damage, or if the sprite has the Incapacitated condition.Sprites are wee spirits of nature that can see the innate goodness or
Monsters
Mythic Odysseys of Theros
Gatekeeper's Aura. Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24
hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn.
Undead Fortitude. If damage reduces the phylaskia to 0 hit points, it
Monsters
Journeys through the Radiant Citadel
spellcasting ability (spell save DC 17):
At-will: control water, fog cloud
1/day: greater restorationThe riverine can take 3 legendary actions, choosing from the options below. Only one legendary action
make a DC 17 Dexterity saving throw. On a failed save, a creature takes 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Raging Deluge","rollDamageType":"bludgeoning
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
Monsters
Guildmasters’ Guide to Ravnica
damage on a failed save, or half as much damage on a successful one.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal
","rollDamageType":"force"} force damage if it ends its turn inside an object.
Innate Spellcasting. The ghost’s innate spellcasting ability is Wisdom (spell save DC 16, +8;{"diceNotation":"1d20+8
Monsters
Mythic Odysseys of Theros
Innate Spellcasting. The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: confusion
(3d10);{"diceNotation":"3d10","rollType":"damage","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Abhorrent overlords are gaunt, bipedal
Monsters
Mythic Odysseys of Theros
);{"diceNotation":"5d6","rollType":"damage","rollAction":"Hail of Arrows","rollDamageType":"piercing"} piercing damage on a failed save, or half as much damage on a successful one.Not all satyrs live
from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are
Monsters
Van Richten’s Guide to Ravenloft
. The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 19 (3d12);{"diceNotation":"3d12","rollType
. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict
Magic Items
Tasha’s Cauldron of Everything
Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
Created by a
cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarokka deck. There these foul spirits dwell still, trapped within a nether-realm hidden
Monsters
Fizban's Treasury of Dragons
","rollAction":"Steam Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.Dragon
they have to say.
3
I think of ships as kindred spirits and like to rub affectionately against their keels.
4
I like to show visitors the vastness of my domain, so they appreciate how
Monsters
The Book of Many Things
spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10", "rollType":"damage", "rollAction
":"Card Spray", "rollDamageType":"force"} force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained
Monsters
Mythic Odysseys of Theros
Charisma saving throw. On a failed save, the target takes 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Breath of Hopelessness","rollDamageType":"necrotic"} necrotic damage and is
damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.An eater of hope is bitter to the core, resentful of all forms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the
like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserker;berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab
Monsters
Dragonlance: Shadow of the Dragon Queen
feet of Leedara that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType
forever as a death knight. As part of his curse, Leedara and several of her companions returned as deathless spirits devoted to ensuring Soth never finds peace.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mythic Odysseys of Theros
":"psychic"} psychic damage.
Innate Spellcasting. The shepherd’s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
1/day
miserable lives they had. Having been despicable in life, these spirits fester in death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of
Monsters
Mythic Odysseys of Theros
Aura of Silence. When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save
, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider's
Monsters
Bigby Presents: Glory of the Giants
Dexterity saving throw. On a failed save, a creature takes 71 (11d12);{"diceNotation":"11d12", "rollType":"damage", "rollAction":"Vortex", "rollDamageType":"bludgeoning"} bludgeoning damage and has the
restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the
Monsters
Waterdeep: Dungeon of the Mad Mage
-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The lich has
);{"diceNotation":"6d6","rollType":"damage","rollAction":"Disrupt Life","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.A Lich’s Lair
A
Monsters
Curse of Strahd
18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Recent years have been difficult for Exethanter, whose body and mind have been falling apart. The lich has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: mage hand, Tasha's hideous laughterReversal of Fortune. In response to
Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits
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 colossus’s 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
Monsters
Eberron: Rising from the Last War
Innate Spellcasting (Psionics). The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: charm person
1/day
competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals.
Fearmongers. Their ability






