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                        Returning 35 results for 'shield saving adventures'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation
                                                
                                            
                                                
                                                    While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Shield Bash", "rollDamageType
                                                
                                            
                                                
                                                    Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.
Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     in a net within 5 feet, destroying the net on a success.Sticky Shield. Trigger: A creature misses the kuo-toa with a melee attack roll using a weapon. Response—Strength Saving Throw: DC 11, the
                                                
                                            
                                                
                                                    ":"Piercing"} Piercing damage.
Sticky Net (1/Day). Dexterity Saving Throw: DC 10, one Large or smaller creature the kuo-toa can see within 15 feet. Failure: The target has the Restrained condition
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    ;Opportunity Attacks, and it makes one Radiant Horn attack.
Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
                                                
                                            
                                                
                                                     version), Mind Blank (cast before combat), Scrying, TeleportProtective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.Multiattack. The mind flayer makes three Arcane Tentacles attacks.
Arcane Tentacles. Melee
                                                
                                            
                                                
                                                    ", "rollType":"recharge", "rollAction":"Mind Burst"}. Intelligence Saving Throw: DC 17, each creature in a 40-foot Emanation originating from the mind flayer. Failure: 41 (8d8 + 5);{"diceNotation":"8d8
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.
Spirit Jar. If destroyed, the lich reforms in 1d10;{"diceNotation":"1d10
                                                
                                            
                                                
                                                     Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, ScryingProtective Magic. The lich casts Counterspell or Shield
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Shield Bash","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be
                                                
                                            
                                                
                                                     melee attack.
Shield Bash. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shield Bash"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ":"Shield Bash","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Akroan hoplites, also
                                                
                                            
                                                
                                                     characters encounter during their adventures or that they were once a part of.
Akroan Hoplite Unit Names
D8
NAME
1
Spears of Iroas
2
Iron Fangs
3
Arrows of Anax
4
The Unbroken
5
Anvil of Purphoros
6
Skewering Squad
7
Shield of Akros
8
Cymede's Heart
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the
                                                
                                            
                                                
                                                    The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    , you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength
                                                
                                            
                                                
                                                     saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can&rsquo
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
                                                
                                            
                                                
                                                     damage and are immune to the petrified condition.
Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a
                                                
                                            
                                                
                                                    Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
                                                
                                            
                                        
                                                     Monsters
                                                    Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Brave. Don-Jon has advantage on saving throws against being frightened.
Not Dead Yet (Recharges after a Long Rest). If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and
                                                
                                            
                                                
                                                    ":"Sling","rollDamageType":"bludgeoning"} bludgeoning damage.A fearless troubleshooter who has experienced more than his fair share of adventures.
Full of bluster and stories of his great exploits, Don-Jon
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Shield Bash"} to
                                                
                                            
                                                
                                                     hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Shield Bash","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     itself. The target must succeed on a DC 13 Dexterity saving throw or have the restrained condition until the end of its next turn.
3–4: Magic Shield. The matter smith conjures a floating, spectral
                                                
                                            
                                                
                                                     shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a creature misses a melee attack roll against
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
                                                
                                            
                                                
                                                     that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda’s choice
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Brave. Hengar has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when Hengar hits with it (included in the attack).Multiattack. Hengar
                                                
                                            
                                                
                                                    ","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
                                                
                                            
                                                
                                                     shield the dragon turtle and strike at foes.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    –6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
                                                
                                            
                                                
                                                     dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Dwarven Resilience. Istrid has advantage on saving throws against being poisoned.
Spellcasting. Istrid is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6
                                                
                                            
                                                
                                                     dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, hold person, silence, spiritual weapon
3rd level (3 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.
Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Destructive Claws","rollDamageType":"slashing"} slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.
Shield Charge (Recharge 5
                                                
                                            
                                                
                                                    –6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shield Charge"}. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Charisma saving throw or have the charmed condition until the start of the target’s next turn.
Spellcasting. The firbolg casts one of the following spells, using Wisdom as the spellcasting
                                                
                                            
                                                
                                                     embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra.
Firbolgs
Distant cousins of giants, the first firbolgs wandered the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.
If the snail succeeds on its
                                                
                                            
                                                
                                                     saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Evasion. If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only
                                                
                                            
                                                
                                                     half damage if she fails.
Stunning Strike (Recharge 5–6). When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     point the claw at a Dragon within 30 feet of you. The target must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This
                                                
                                            
                                                
                                                     property can be used three times. The claw regains all expended uses at the next dawn.
Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by the breath
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Brave. The chieftain has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Brave. The great warrior has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the great warrior hits with it (included in the attack
                                                
                                            
                                                
                                                    ":"2d8+4","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     immune to being knocked prone and has advantage on Strength and Constitution saving throws.
Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage.
A
                                                
                                            
                                                
                                                     terrain doesn’t cost the painted creature extra movement.
Life Rune. The painted creature gains 10 temporary hit points and has advantage on death saving throws.
Light Rune. The painted creature
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The monk makes two attacks.
Force Strike. Melee Weapon Attack: +6
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Dart. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
                                                
                                            
                                        





