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Returning 35 results for 'stunning saving'.
Other Suggestions:
standing saving
studying saving
Monsters
Monster Manual
of its turns. Emptying a flask of Holy Water on the target ends the effect early.
Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from
. The vrock has Advantage on saving throws against spells and other magical effects.Multiattack. The vrock makes two Shred attacks.
Shred. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Spells
Player’s Handbook
on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
Monsters
Vecna: Eve of Ruin
":"1d6", "rollType":"recharge", "rollAction":"Stunning Gaze"}. The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or have
Magic Resistance. The blazebear has advantage on saving throws against spells and other magical effects.
Mist Sight. The blazebear can see normally through heavily obscured areas created by mist or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of
. The vargouille targets one incapacitated Humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Stunning Roar", "rollDamageType":"thunder"} thunder
Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.
Unusual Nature. The steel predator doesn’t require air, food, drink, or
Monsters
Baldur’s Gate: Descent into Avernus
.
Magic Resistance. The death's head has advantage on saving throws against spells and other magical effects.Multiattack. The death's head uses Stunning Gaze and makes two dagger attacks.
Dagger. Melee
","rollDamageType":"piercing"} piercing damage.
Stunning Gaze. The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end
Monsters
Princes of the Apocalypse
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
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
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Legendary Resistance (3/Day). If the high
fae fails a saving throw, it can choose to succeed instead.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two
Monsters
Tales from the Yawning Portal
Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack
in that area must succeed on a DC 12 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Spores
Magic Items
Mythic Odysseys of Theros
Bullet
1
Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell.
2
Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder
Monsters
Vecna: Eve of Ruin
":"recharge", "rollAction":"Stunning Scintillation"}. Windfall emits an overwhelming array of colors from her coat. Each creature within 30 feet of Windfall that can see her must succeed on a DC 23 Constitution saving throw or have the stunned condition until the start of Windfall’s next turn.
incapacitated condition or has a speed of 0.
Legendary Resistance (3/Day). If Windfall fails a saving throw, she can choose to succeed instead.
Special Equipment. Windfall wears an iridescent magic coat that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5: Stunning Ray. The targeted creature must succeed on a DC 13
":"psychic"} psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be restrained until this grapple ends.
Eye Ray. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn
avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Steel Predator
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Stunning Roar","rollDamageType":"thunder"} thunder
only), plane shift (self only)
Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.
Magic Weapons. The steel predator's weapon attacks are
Vargouille
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.PoisonCold, Fire, Lightning
kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head
Power Word Stun
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Vrock
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
it.
Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be
Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.Multiattack. The vrock makes two attacks: one with its beak and one with its talons.
Beak. Melee
Vrock (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
it.
Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be
Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.Multiattack. The vrock makes two attacks: one with its beak and one with its talons.
Beak. Melee
Gauth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn
avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Spells
Xanathar's Guide to Everything
stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t
Bael
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, wall of fire
1/day each: dominate monster, symbol (stunning only)
Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead.
Magic Resistance. Bael has advantage
Wisdom saving throw or be frightened until the start of the creature's next turn.
Innate Spellcasting. Bael's innate spellcasting ability is Charisma (spell save DC 21, +13;{"diceNotation":"1d20+13
Mindwitness
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
the end of each of its turns, ending the effect on itself on a success.
5. Stunning Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target
damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Eye Rays. The mindwitness shoots
Moloch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
strike, symbol (stunning only)
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
damage plus 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Many","rollDamageType":"lightning"} lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving
Symbol
Legacy
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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.
sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
) piercing damage plus 11 (2d10) force damage.
Stunning Gaze (Recharge 5–6). The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a DC 15 Wisdom saving
14 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
24 (+7)
DEX
17 (+3)
CON
21 (+5)
INT
3 (−4)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws Str +11, Cha +7
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
DC 15 Constitution saving throw or take 1d8 thunder damage.
3 Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn.
4
, the bullet loses its magic. Magic Sling Bullets d4 Bullet
1 Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the
vargouille until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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.
effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save






