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Returning 24 results for 'saving shortest'.
Magic Items
Dungeon Master’s Guide
music by the shortest available route but aren’t under your control otherwise.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while
you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
Spells
Player’s Handbook
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn
Spells
Player’s Handbook
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following
target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a
Ice Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
Ice Devil (Spear Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil makes
":"Ice Spear","rollDamageType":"cold"} cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either
Ice Devil (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
Eyebite
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be
it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper
Command
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of
your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of
your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On
turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On
turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends. Sickened. The target has the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a Swarm of Rats that isn’t under another creature’s control comes within
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. VARIANT: PLAYING ON A GRID If you play out a combat using a square grid and
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
make a DC 14 Wisdom saving throw to break free of the aboleth’s control. On a successful save, the kuo-toa flees to the underground river by the shortest route and hides there. Treasure. A thorough
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. VARIANT: PLAYING ON A
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the spire ends at this level, which is 60 feet above ground. The pterafolk don’t use this cave, the most prominent feature of which is a 10-foot-deep pit. The shortest distance across the pit where
threatens to blow the character off the ledge. The character must make a DC 9 Dexterity saving throw. If the saving throw fails, the character falls to the base of the spire unless he or she is secured by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk commoners (see appendix C) fight only if they are cornered. Otherwise, they escape to the nearest barracks (area 9), whose occupants return to the kitchen in the shortest possible time. If the
they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls






