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                        Returning 35 results for 'saving club'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to
                                                
                                            
                                                
                                                     hit", "rollAction":"Stone Club"}, reach 15 ft. Hit: 24 (4d8 + 6);{"diceNotation":"4d8+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Warping
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
                                                
                                            
                                                
                                                    "}, reach 15 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Boulder. Ranged Attack Roll: +9
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Multiattack. The giant makes two Thundering Stone Club or Boulder attacks in any combination.
Thundering Stone Club. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
                                                
                                            
                                                
                                                    ", "rollAction":"Thundering Stone Club"} to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Thundering Stone Club", "rollDamageType":"bludgeoning
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
Club. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
                                                
                                            
                                                
                                                    Leviathan Will. The hunter has advantage on saving throws against spells and effects that control its actions.
Limited Amphibiousness. The locathah can breathe air and water, but it needs to be
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Dwarven Resilience. Thorvin has advantage on saving throws against poison.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one
                                                
                                            
                                                
                                                     target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.Thorvin serves as Xanathar's chief engineer and trapsmith. He also
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
                                                
                                            
                                                
                                                     flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. The fanatic makes two melee attacks.
Stone Club. Melee
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Fey Ancestry. Tally has advantage on saving throws against being charmed, and magic can’t put him to sleep.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    ":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Gnome Cunning. Wiri has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Clockwork Mouse. Wiri has a clockwork mouse in a hidden pocket. When she sets it on the
                                                
                                            
                                                
                                                     ground, it moves 5 feet in a random direction on each of her turns, squeaking as it goes.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Stout Resilience. The halfling has advantage on saving throws against poison and against being frightened, and they have resistance to poison damage.
Halfling Nimbleness. The halfling can move
                                                
                                            
                                                
                                                     through the space of any creature larger than they are.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     bright light, and the target must succeed on a DC 22 Constitution saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Crystal Club", "rollDamageType":"radiant
                                                
                                            
                                                
                                                    Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Brave Devotion. Wiggan has advantage on saving throws against being charmed or frightened.
Spellcasting. Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4
                                                
                                            
                                                
                                                    . Wiggan makes two attacks with his wooden cane.
Wooden Cane (Club). Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Wooden Cane"} to hit (+4;{"diceNotation":"1d20+4
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Gnome Cunning. Erky has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Erky is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save
                                                
                                            
                                                
                                                     that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Great Tree Club", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed horizontally up
                                                
                                            
                                                
                                                    Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature
                                                
                                            
                                                
                                                    ’s next turn. On a successful saving throw, the creature is immune to the Stench of any catoblepas for 1 hour.Tail. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on
                                                
                                            
                                                
                                                     saving throws against spells and other magical effects.
Siege Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes two Slam or Spit Rock attacks.
Slam
                                                
                                            
                                        
                                                    Harpy
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5
                                                
                                            
                                                
                                                     ft., one target. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Club. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
                                                
                                            
                                        
                                                    Dryad
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    : druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak
                                                
                                            
                                                
                                                     bigger.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit (+6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Club"} to hit with
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to
                                                
                                            
                                                
                                                    ":"slashing"} slashing damage.
Club. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Club"} to hit (+8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    Lurkers in Shadow. Jermlaine are invisible to darkvision.
Magic Resistance. The jermlaine has advantage on saving throws against spells and other magical effects.
Vermin Friend. The jermlaine can
                                                
                                            
                                                
                                                     within 5 feet of another, conscious jermlaine.Club. Melee weapon attack: -1;{"diceNotation":"1d20-1","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 1 (1d4 − 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    
  10 (+0) 
 
  CHA
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 Proficiency Bonus +2
 Actions
 Multiattack. The harpy makes one Claw attack and one Club attack
                                                
                                            
                                                
                                                    .
 Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    
 22 (+6)
 INT
 10 (+0)
 WIS
 12 (+1)
 CHA
 9 (−1)
 
 Saving Throws Str +10, Con +10
 Skills Athletics +14, Perception +5
 Senses darkvision 60 ft., passive Perception 15
 Languages Common
                                                
                                            
                                                
                                                    , Giant, Terran
 Challenge 9 (5,000 XP) Proficiency Bonus +4
 Actions
 Multiattack. The giant makes two Thundering Stone Club or Boulder attacks in any combination.
 Thundering Stone Club. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 (200 XP)
 Actions
 Multiattack. The harpy makes two attacks: one with its claws and one with its club.
 Claws. Melee Weapon
                                                
                                            
                                                
                                                     Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
 Luring Song. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     that doubles as a club. He also carries mason’s tools, smith’s tools, and thieves’ tools, and has proficiency with all three. Game Statistics Thorvin is a shield dwarf commoner, with these changes
                                                
                                            
                                                
                                                    : Thorvin is lawful neutral. He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 16 (+3).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    , and the stoutest walls crumble before them. CoupleofKooks  “Sigil’s factions aren’t all alike, Chief. You got the ones that’ll talk your ears off and then club you, and the ones that’ll club you and
                                                
                                            
                                                
                                                    .
  STR
 20 (+5)
 DEX
 12 (+1)
 CON
 16 (+3)
 INT
 15 (+2)
 WIS
 14 (+2)
 CHA
 18 (+4)
 
 Saving Throws Str +9, Con +7
 Skills Perception +6
 Damage Immunities necrotic
 Senses passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
                                                
                                            
                                                
                                                     (natural armor)
 Hit Points 33 (6d8 + 6)
 Speed 30 ft., swim 30 ft.
   STR
  13 (+1)
 
  DEX
  14 (+2)
 
  CON
  12 (+1)
 
  INT
  11 (+0)
 
  WIS
  14 (+2)
 
  CHA
  11 (+0)
Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Ogre Battering Ram An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple
                                                
                                            
                                                
                                                     of the ogre’s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre’s next turn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    
 10 (+0)
 CON
 15 (+2)
 INT
 5 (−3)
 WIS
 12 (+1)
 CHA
 9 (−1)
 
 Saving Throws Wis +3
 Skills Animal Handling +3, Nature +1
 Senses darkvision 60 ft., passive Perception 11
 Languages
                                                
                                            
                                                
                                                     two Club attacks, two Rat-Tail Whip attacks, or one of each.
 Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
 Rat-Tail Whip. Melee Weapon Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     (XP 2,900; PB +3)
 Actions
 Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.
 Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning
                                                
                                            
                                                
                                                     (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     a use of Warping Hex if available.
 Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 24 (4d8 + 6) Bludgeoning damage.
 Warping Hex (Recharge 4–6). Wisdom Saving Throw: DC 16, one creature the
                                                
                                            
                                                
                                                    
 Senses Darkvision 120 ft.; Passive Perception 18
 Languages Giant, Undercommon
 CR 8 (XP 3,900; PB +3)
 Actions
 Multiattack. The fomorian makes two Stone Club attacks. It can replace one attack with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    )
 Speed 30 ft.
   STR
  14 (+2)
 
  DEX
  17 (+3)
 
  CON
  11 (+0)
 
  INT
  10 (+0)
 
  WIS
  11 (+0)
 
  CHA
  10 (+0)
Saving Throws Dex +5
 Skills Acrobatics +5, Perception +4
                                                
                                            
                                                
                                                     running start.
 Actions
 Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
 Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     one with its club.
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1
                                                
                                            
                                                
                                                    ) bludgeoning damage.
 Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    , moving freely and manipulating the outcomes of actions around them. CoupleofKooks  “Did I mention the factions that skip the talking and just club you? You gotta respect the efficiency there.”
 –Morte
                                                
                                            
                                                
                                                     (+1)
 INT
 19 (+4)
 WIS
 16 (+3)
 CHA
 14 (+2)
 
 Saving Throws Con +5, Wis +7
 Skills Insight +7, Perception +7
 Senses passive Perception 17
 Languages Common plus three more languages
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    )
 
  DEX
  17 (+3)
 
  CON
  11 (+0)
 
  INT
  10 (+0)
 
  WIS
  13 (+1)
 
  CHA
  10 (+0)
Saving Throws Dex +5
 Skills Athletics +2, Perception +5, Stealth +5
 Senses passive Perception
                                                
                                            
                                                
                                                    .
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 Light Crossbow. Ranged Weapon Attack: +5 to hit (the target gains no benefit from less
                                                
                                            
                                        






