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Returning 35 results for 'saving stripped'.
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saving scripted
saving slipped
saving snipped
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Monsters
The Wild Beyond the Witchlight
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both 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.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic
", "rollAction":"Iron Fist", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet
Monsters
The Wild Beyond the Witchlight
in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each
grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was.Change Shape. The deep scion transforms into a hybrid form (humanoid
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated their flight. Lacking purpose and shunned by the living, these Returned typically seek
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead.
Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects
","rollAction":"Many-Tailed Whip","rollDamageType":"thunder"} thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in
","rollDamageType":"bludgeoning"} bludgeoning damage.
Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
is an excellent deterrent for other criminals. (Evil)
Bonds
d6
Bond
1
I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from
Nilbog
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, Tasha's hideous laughter, vicious mockery
1/day: confusion
Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end
goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin’s alignment becomes chaotic evil, its Charisma becomes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, wants to see Yaveklar stripped of her command for incompetence. QUALITH DOOR LOCKS
Mounted on both sides of every door in the mind flayer colony (areas 9 through 20) is a burnished plate of dark, alien
in Seadeeps can make a DC 18 Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 11 Wisdom saving throw or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism
the campestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-draining breath Shadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped
attacks.
Rend. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3) Slashing damage plus 3 (1d6) Necrotic damage.
Shadow Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to
(+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped
)
WIS
18(+4)
CHA
23(+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep
a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.
Curse of the Evil Eye (Recharges after a Short or Long Rest
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
13. Amphitheater A ruined amphitheater looms over the surrounding buildings. Vines cling to its steps, and animal statues line its stands. The muddy ground outside is stripped clean of vegetation. An
fails a saving throw, it can choose to succeed instead.
Summon Swarm (Recharge 5–6). The King of Feathers exhales a swarm of insects (wasps) that forms in a space within 20 feet of it. The swarm
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
whole by a giant snake. When the vision ends, the creature must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 5 (1d10) psychic damage. Prisoners of the Yuan-ti
Prisoners the
manacles on their wrists and ankles (see area 8 for details). They’ve been stripped of their armor and weapons unless noted otherwise. All seek to escape the temple and make their way back to their homes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the characters explore the area, read: You hear a faint moan nearby, from behind the rows of practice dummies. A dwarf suspended from thick ropes, stripped to their undergarments, hangs limply in the
and Dwarvish. They have 1 hit point and 5 levels of exhaustion. They have darkvision out to a range of 60 feet, resistance to poison damage, and advantage on saving throws against being poisoned
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to create a path all about the domain. Heavy claw markings have stripped the once-beautiful finish of the walls. Great black marks tell of the fires that have assailed the mansion. Not a pane nor a
as best she can in saving herself. She doesn’t remember her early past. She doesn’t know how she came to Barovia or where she came from. Moreover, her encounters with Strahd are fuzzy memories, thanks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world
(+4)
CHA
21(+5)
Saving Throws Int +12, Wis +10, Cha +11
Skills Arcana +12, Deception +11, History +12, Insight +10, Perception +10
Senses truesight 120 ft., passive Perception 20
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ties), the only action it can take is to attempt to possess a goblin within 5 feet of it. A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While
potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed. Nilbog
Small Fey (Goblinoid), Typically Chaotic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Wis +3, Cha +4
Skills Deception +6, Insight +3, Sleight of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that
ft. (20 ft. and swim 40 ft. in hybrid form)
STR
18(+4)
DEX
13(+1)
CON
16(+3)
INT
10(+0)
WIS
12(+1)
CHA
14(+2)
Saving Throws Wis +3, Cha +4
Skills
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
city. Becoming a vengeful warlord, Ras Nsi attempted to conquer Mezro with an undead army but was defeated. Rather than seek redemption, he sought revenge and was stripped of his god-given powers
passes during the adventure
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws Con +6, Wis +7
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can take is to attempt to possess a goblin within 5 feet of it.
A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the
good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won’t do so willingly unless it knows there’s another potential host nearby. A goblin stripped
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
circumstances, those emotions tend to be muted. Returned Drifter Many Returned are pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated
the languages it knew in life
Challenge 1/4 (50 XP)
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but its Disintegration Ray is replaced with the following: Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any
skirmishes between the Legion of Azrok and House Auvryndar. The bodies have been stripped of all armor, weapons, and valuables, and some are missing chunks of flesh — a feast for the otyugh.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a DC 22 Dexterity saving throw or take 10 (3d6) acid damage and be grappled by a tentacle (escape DC 22). A creature that starts its turn grappled by a tentacle automatically takes 10 (3d6) acid
creature. The glowing golden hue of Haungharassk’s shell is augmented by veins of real gold. That gold can be stripped from the shell, but only if the snail is dead (see “Treasure” below). Killing the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may
119 (14d8 + 56)
Speed 25 ft.
STR
20 (+5)
DEX
5 (-3)
CON
19 (+4)
INT
15 (+2)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Con +8, Wis +6
Damage






