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Returning 35 results for 'saving of ring demon voice'.
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Equipment
This ring shows that you have encountered a Category 6 demon and lived to tell the tale. While you wear it, you have advantage on Charisma (Intimidation) checks made to influence demons and gnolls.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Magic Items
Dungeon Master’s Guide
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Magic Items
Dungeon Master’s Guide
you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
Spells
Player’s Handbook
None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
Equipment
As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced
Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
Monsters
Monster Manual
Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType
"} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Monsters
Stranger Things: Welcome to the Hellfire Club
":"damage", "rollAction":"Fiery Claw", "rollDamageType":"Fire"} Fire damage.
Power Chord. Constitution Saving Throw: DC 14, one creature Dardew can see within 120 ft. Failure: 13 (3d6 + 3);{"diceNotation
otherworldly power. His red skin and leathery wings betray his fiendish nature, and his boisterous but smooth voice commands attention. When that fails him, he accentuates his words with audacious riffs on his
Monsters
Stranger Things: Welcome to the Hellfire Club
Magic Resistance. Flizzlebin has Advantage on Saving Throw;saving throws against spells and other magical effects.
Ventriloquist. Flizzlebin can project his voice from anywhere within 1 mile of
Monsters
Heroes of the Borderlands
","rollAction":"Chaos Bolt: Lightning","rollDamageType":"Lightning"}.
Sinister Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Sinister Command"}. Wisdom Saving Throw: DC
pretense of charity and goodness, Ivlis is a demon worshiper who leads a wicked cult. She uses deception and skulduggery to advance her power. Though she feigns kindness and compassion in public spaces
Monsters
Forgotten Realms: Adventures in Faerûn
Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Mage Armor (included in AC), Mage Hand, Minor Illusion
1/Day: Summon Fiend (demon only)Some drow pursue arcane study
Magic Items
Phandelver and Below: The Shattered Obelisk
You gain a +1 bonus to AC and saving throws while wearing this ring.
The ring is made from a single piece of mystical green glass that’s stronger than steel. It has the added property of
making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.
Ring of Spell Turning
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level
Magic Items
Phandelver and Below: The Shattered Obelisk
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for
1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
Spells
Xanathar's Guide to Everything
spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
Monsters
Candlekeep Mysteries
":"damage","rollAction":"Tail","rollDamageType":"lightning"} lightning damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its
high-pitched, vowel-heavy squeals.
Control Ring. A skitterwidget that was created is bound to a magic control ring and must obey the commands of whoever is attuned to that ring. It understands the
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving
Githyanki knight
52
Cambion
80
Githzerai zerth
53-54
Dao
81-82
Invisible Stalker
55-57
Demon (type 1)
83-84
Marid
58-60
Demon (type 2)
85-86
Mezzoloth
61-62
Demon (type 3
Kraken Priest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
"} to hit, reach 5 ft., one creature. Hit: 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Thunderous Touch","rollDamageType":"thunder"} thunder damage.
Voice of the Kraken (Recharges
after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in
monsters
Magic Resistance. The angel has Advantage on saving throws against spells and other magical effects.Multiattack. The angel makes three Ring attacks. It can replace one attack with a use of Unblinking
Eye.
Ring. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Ring"}, reach 10 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Ring
Monsters
Waterdeep: Dragon Heist
Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.
Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that
Special Equipment. Durnan wields a greatsword of sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.
Indomitable (Recharges after a Long
Monsters
Waterdeep: Dungeon of the Mad Mage
Fey Ancestry. Drivvin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Drivvin's innate spellcasting ability is Charisma (spell save DC 15
on saving throws against spells and other magical effects.
Spellcasting. Drivvin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9
Monsters
Guildmasters’ Guide to Ravnica
fails a saving throw, she can choose to succeed instead.
Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Trostani’s weapon
saving throw, taking 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Wrath of Mat","rollDamageType":"bludgeoning"} bludgeoning damage and 21 (6d6);{"diceNotation":"6d6","rollType":"damage
Nalfeshnee (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one
must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Mookie can move through the space of a Medium or larger creature.
Brave. Mookie has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Mookie wears a teleporter ring (see “Teleporter Rings”).Multiattack. Mookie makes three unarmed
Hezrou (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14
Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.Multiattack. The hezrou makes three
Monsters
Baldur’s Gate: Descent into Avernus
Tactical Discipline. The iron consul has advantage on all ability checks and saving throws made during combat.Multiattack. The iron consul makes one attack with its spear and can use its Voice of
":"piercing"} piercing damage when used with two hands to make a melee attack.
Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can
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
", "rollAction":"Admit Entity", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition for 1 minute, during which time it retches and babbles incoherently in a voice that is not
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. He can move through the space of a Medium or larger creature.
Brave. He has advantage on saving throws against being frightened.
Spellcasting. Manafret Cherryport is a 9th
, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Teleporter Ring. Manafret wears a teleporter ring (see
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Havia can move through the space of a Medium or larger creature.
Brave. Havia has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Havia wears a teleporter ring (see “Teleporter Rings”).Multiattack. Havia makes three unarmed strikes