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Returning 35 results for 'saving smite'.
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Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
Monsters
Monster Manual
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
next turn.
Shockwave of Glory. Constitution Saving Throw: DC 23, each creature in a 30-foot Emanation originating from the empyrean. Failure: 27 (6d8);{"diceNotation":"6d8", "rollType":"damage
Monsters
Monster Manual
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
next turn.
Shockwave of Glory. Constitution Saving Throw: DC 23, each creature in a 30-foot Emanation originating from the empyrean. Failure: 27 (6d8);{"diceNotation":"6d8", "rollType":"damage
Blackguard
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd
level (2 slots): blinding smite, dispel magicMultiattack. The blackguard makes three attacks with its glaive or its shortbow.
Glaive. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Death Knight
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Waterdeep: Dragon Heist
attacks). He has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2
slots): blinding smite, dispel magicMultiattack. Ziraj makes three attacks with his glaive or with his oversized longbow.
Glaive. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Monsters
Curse of Strahd
spellcasting ability is Wisdom (spell save DC 14). Sir Godfrey has the following paladin spells prepared:
1st level (4 slots): command, divine favor, thunderous smite
2nd level (3 slots): branding
smite, magic weapon
3rd level (3 slots): blinding smite, dispel magic
4th level (2 slots): staggering smiteMultiattack. Sir Godfrey Gwilym makes two fist attacks or two attacks with his longsword
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell
Monsters
Baldur’s Gate: Descent into Avernus
, branding smite (at 4th level), revivify
1/day each: geas, raise dead
Special Equipment. Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on
ability checks and saving throws made to avoid or end the grappled condition on him.Multiattack. Arkhan makes three weapon attacks.
Fane-Eater (Battleaxe). Melee Weapon Attack: +13;{"diceNotation":"1d20
Monsters
Eberron: Rising from the Last War
Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.
Spellcasting. The knight is an 8th-level spellcaster. Its spellcasting
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, cure wounds, wrathful smite
2nd level (2 slots): aid, branding smite, lesser restoration
Monsters
Eberron: Rising from the Last War
). Mordakhesh can innately cast the following spells, requiring no material components:
At will: chromatic orb (see “Actions” below), detect thoughts, disguise self
1/day each: banishing smite
, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be
Monsters
Eberron: Rising from the Last War
, staggering smite
Legendary Resistance (3/Day). If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.
Magic Resistance. Rak Tulkhesh has advantage on saving throws against spells and
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
Magic Items
The Book of Many Things
advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will.
Isolating Smite. When you hit a
creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than
30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The blackguard casts one of the following spells, using Charisma as
Monsters
Guildmasters’ Guide to Ravnica
equipment it is wearing or carrying.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to
creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Pacifying Presence. Each creature of the archon’s choice that the archon can see within 120 feet of it must succeed
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be