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Returning 35 results for 'shake save'.
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Equipment
Injury Poison
A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more
, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Spells
Player’s Handbook
which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5
feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Spells
Player’s Handbook
save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The
Spells
Player’s Handbook
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
its turn there. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful
Monsters
Out of the Abyss
Fey Ancestry. Hanne has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. Hanne's spellcasting ability is Charisma (spell save DC 11). She
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation
Monsters
The Wild Beyond the Witchlight
Charisma as the spellcasting ability (spell save DC 13):
At will: disguise self, friends, mage hand, minor illusion
1/day each: bestow curse, faerie fire, speak with animals
Twilight Sleep (2/Day
unconscious for 1 minute. A creature put to sleep by this gas awakens instantly if it takes damage, or if someone uses an action to shake or slap the sleeper awake.
Monsters
Planescape: Adventures in the Multiverse
casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: mage armor, mage hand
1/day each: enlarge/reduce, fly
, suggestionFated shakers are bullies who shake down those indebted to the faction’s tax collectors and evictors. These enforcers use their magic to intimidate and subjugate those who try to stand up
Monsters
Waterdeep: Dungeon of the Mad Mage
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12
damage or if another creature takes an action to shake it awake.Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Monsters
Waterdeep: Dungeon of the Mad Mage
spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate
if another creature takes an action to shake it.Parry. Zress Orlezziir adds 3 to her AC against one melee attack that would hit her. To do so, the drow must see the attacker and be wielding a melee weapon.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.
Spellcasting (Yuan-ti Form Only
). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: animal friendship (snakes only), guidance
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shake it.
Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights
1/day
Monsters
Quests from the Infinite Staircase
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
it takes damage, or until a creature uses an action to shake it awake.
Spellcasting. The Gardener casts one of the following spells, requiring no material components and using Wisdom as the
Magic Items
Strixhaven: A Curriculum of Chaos
.
At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn’t a power of the
effects, targeting one or more creatures it has cursed:
Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
DC 15 Constitution saving throw. On a failed save, a creature takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Lullaby of Honks", "rollDamageType":"thunder"} thunder damage and
falls into a magical slumber. On a successful save, the target takes half as much damage only. The honks can be heard up to 300 feet away.
A creature under magical slumber has the unconscious
Monsters
Spelljammer: Adventures in Space
minutes. The condition ends if the target takes any damage or if another creature uses its action to shake the target awake.
Psychic Crush. The psurlon targets one creature it can see within 120 feet
a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At
Monsters
Quests from the Infinite Staircase
failed save or half as much damage on a successful one.
Sleep Grenade. Each creature in the sphere must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The
condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.Combat robots are designed for security or military action. They make able sentries
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Spellcasting. The shadar-kai casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: bestow curse
. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Wave of Weariness
Hypnotic Pattern
Legacy
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Spells
Basic Rules (2014)
must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an
affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Drow
Legacy
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Monsters
Basic Rules (2014)
(spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the
target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Drow Elite Warrior
Legacy
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Monsters
Monster Manual (2014)
(spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity
target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Drow House Captain
Legacy
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Monsters
Mordenkainen’s Tome of Foes
ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only
more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.Parry. The drow adds 3 to his AC
Jackalwere
Legacy
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Monsters
Monster Manual (2014)
","rollDamageType":"slashing"} slashing damage.
Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the
target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this
Couatl
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Constrict"} to hit, reach 10 ft., one Medium or
Yuan-ti Pit Master
Legacy
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Monsters
Volo's Guide to Monsters
transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
","rollDamageType":"poison"} poison damage to the target.
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation
Drow Shadowblade
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Shadow Step. While
the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Drow Favored Consort
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save
-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the
Symbol
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Spells
Basic Rules (2014)
.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
(Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
Monsters
Infernal Machine Rebuild
. Barbatos is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He
takes damage or if another creature takes an action to shake it.
Cloak Sweep. Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or
Drow Shadowblade (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Shadow Step. While
consciousness if it takes damage or if another creature takes an action to shake it.
Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
takes an action to shake it out of the spell’s effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 force damage on a failed save or half as much damage on a successful one. Sleep Grenade This
for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.






