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Returning 35 results for 'saving of receive died villain'.
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Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
Spells
Player’s Handbook
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Monsters
Heroes of the Borderlands
Magic Resistance. The curate has Advantage on saving throws against spells and other magical effects.
Raise the Dead (1/Day). In a ritual that takes 8 hours, the curate touches a creature that has
died within the past 7 days. That creature returns to life with 1 Hit Point. The curate canʼt revive a creature that died of old age.Multiattack. The curate makes three Celestial Radiance attacks
Monsters
Stranger Things: Welcome to the Hellfire Club
":"Fearsome Claw", "rollDamageType":"Slashing"} Slashing damage, and the target has the Frightened condition until the end of the scarecrow’s next turn.
Terrifying Glare. Wisdom Saving Throw
Paralyzed condition.Servant of Superstition
Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous.
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
Mounted Adept. While mounted and without the Incapacitated condition, the dullahan and its mount have Advantage on Dexterity saving throws, and the dullahan can force an attack targeted at its mount
":"Fiery Skull", "rollDamageType":"Fire"} Fire damage.
Headless Wail. Constitution Saving Throw: DC 15, up to three creatures within 120 feet of the dullahan that aren’t Constructs or Undead
Monsters
The Book of Many Things
creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare
succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is
Monsters
The Book of Many Things
; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or
lose concentration.
Snares. Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition
Monsters
The Book of Many Things
lair actions; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving
throw or lose concentration.
Snares. Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled
Monsters
The Book of Many Things
. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
Snares. Hidden snares target up to three creatures the villain can see in the lair. Each creature
hit points, and immunity to poison and psychic damage.
Traps. Traps target up to two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck
Magic Items
Divine Contention
A fiery red crystal the size of a human palm.
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in
combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions).
Each use of the
Monsters
Icewind Dale: Rime of the Frostmaiden
and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.
Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it
":"cold"} cold damage.Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
monsters
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lord Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lord Soth has Advantage on saving throws against spells and other
magical effects.
Marshal Undead. Undead creatures of Lord Soth’s choice (excluding himself) in a 60-foot Emanation originating from him have Advantage on attack rolls and saving throws. Lord
Monsters
Icewind Dale: Rime of the Frostmaiden
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. The cold climate helps to preserve their dead flesh.Poison
feats
Advantage on saving throws against extreme cold. If you already have Resistance to Cold damage, you also gain Advantage on saving throws against Cold damage.
Inexhaustible. The first time in a day that you
receive a level of Exhaustion, your Speed is not reduced. In addition, you may ignore the effects of Exhaustion on a d20 Test.
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a DC 11 Constitution saving throw or take 5 (2d4);{"diceNotation":"2d4
","rollType":"damage","rollAction":"Cloud of Vermin","rollDamageType":"acid"} acid damage. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage.
Driven
Wraith
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"4d8+3","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is
wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest
Hydra
Legacy
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Monsters
Basic Rules (2014)
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded
its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way
Monsters
Mythic Odysseys of Theros
","rollDamageType":"force"} force damage.Divine Insight (3/Day). When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with
often find dramatic ways to make their thoughts known.
Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive
Monsters
Baldur’s Gate: Descent into Avernus
one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Withering Gaze
Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in
Monsters
Curse of Strahd
, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Deathly Choir
","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.
Fey Ancestry. Rahadin has advantage on saving throws against being charmed, and magic can't put him to
Monsters
Phandelver and Below: The Shattered Obelisk
Magic Resistance. Qunbraxel has advantage on saving throws against spells and other magical effects.Multiattack. Qunbraxel makes two Eldritch Bolt attacks, or one Eldritch Bolt attack and one
Intelligence saving throw or have the stunned condition until the grapple ends.
Eldritch Bolt. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Eldritch Bolt"} to hit
Monsters
Dragonlance: Shadow of the Dragon Queen
Undead Fortitude. If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a
their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight’s master be destroyed, the knight regains its will and is
Monsters
Dragonlance: Shadow of the Dragon Queen
Undead Fortitude. If damage reduces Wersten to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a
","rollDamageType":"necrotic"} necrotic damage. If the target is a Humanoid, it must succeed on a DC 16 Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic
Monsters
Mordenkainen's Fiendish Folio Volume 1
feet of one or more screaming devilkins and can hear it must make a DC 10 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature
creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage
Monsters
Icewind Dale: Rime of the Frostmaiden
saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the Telepathic Pentacle takes 25 or more damage in a single turn, one of its heads dies
. If all its heads die, the Telepathic Pentacle dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn
Equipment
’t comprehend anything that has happened since it died, and can’t speculate about future events.
Afterward, you suffer 3 (1d6) poison damage per question asked and must succeed on a
Constitution saving throw (DC 10 + 1 per question asked) or become addicted to the drug. If you become addicted, you suffer one level of exhaustion 1d4 days after you last smoked the drug and gain a further
monsters
Mounted Adept. While mounted and without the Incapacitated condition, the dullahan and its mount have Advantage on Dexterity saving throws, and the dullahan can force an attack targeted at its mount
", "rollDamageType":"Fire"} Fire damage.
Headless Wail. Constitution Saving Throw: DC 15, up to three creatures within 120 feet of the dullahan that aren’t Constructs or Undead. Failure: 13
Bheur Hag
Legacy
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Monsters
Volo's Guide to Monsters
damage.
Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to
see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
","rollAction":"Far Realm Parasite (Miles)"} miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories
.
Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.
Unusual Nature. The lich doesn’t need air, food, drink, or sleep.Multiattack. The lich makes
Monsters
Strixhaven: A Curriculum of Chaos
.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
":"Gravity Shift"}. The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling