Protection against an aboleths enslave ability

I am structuring the first part of my campaign and have decided the big bad is an aboleth. However supporting the aboleth will be a wizard, who has sort the creature out and is willing to work for it in return for the knowledge and power it can give him.

What I am looking for is a way for this NPC to protect himself from the aboleths ability to enslave (he has researched and read about them and is prepared). This is his insurance to ensure his pact with the aboleth is 2 way.

What magic items or spells available to a wizard would allow this protection?

In game he is living in a town 5-6 days travel from the aboleth and visits it only when needed to discuss progress and the next stages of the plan, or take individuals to be enslaved.

A magic item would be preferable as it would allow the players to gain an advantage for when they finally find and face the aboleth itself.

The players will be interacting with this wizard from level 1-6 initially as an ally but I am happy making him a higher level enemy and so giving him high level spells if appropriate, I can have him avoid direct confrontation and instead try and escape. Or the players come up with interesting ways to try and defeat him that don’t require direct combat if necessary if he is too high a CR to face directly.

Should Greater Restoration work against Prismatic Spray’s Indigo Ray?

My group is playing DnD 5e. We encountered an ancient blue dragon who cast Prismatic Spray at us. Our Ranger/Druid, who was in Air Elemental wildshape at the time, got struck by the Indigo Ray and failed his Dexterity Save:

6-Indigo: On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind.

Because he was an Air Elemental, he was immune to being restrained, but the DM had him continue to make making Con saves for the 2nd half of that Ray’s effects. Just before he (unknowingly) failed the third Con save, he transformed back into his usual Eladrin form, and became a Petrified stone statue as per the spell’s effects.

Upon defeating the dragon, the group attempted to restore him to his usual form using a Greater Restoration spell that he had stored in a Ring of Spell Storing. The spell successfully removed the Petrified condition, but because the spell says the creature "permanently turns to stone", our DM ruled that he was now a living stone statue, unless/until he could find some other way to return him to flesh-and-blood status. This transformation came with a -2 to Dex (his main stat) but a +1 to Strength and Con, and some damage resistances. He’s not altogether miffed by these changes and likes the flavor of the ruling, but I’m wondering, should Greater Restoration have worked on its own to return him fully to flesh and blood, even if the spell says "permanently"?

Can I cast Shield against an attack that hits me during a Time Stop?

Suppose an enemy casts Time Stop and then makes an attack against me, rolling a 20 to hit against my 16 AC. Normally, I could cast Shield to cause this attack to miss. And of course, this attack also ends the Time Stop. So, does time start flowing "soon enough" for me to cast Shield against the attack that ends the Time Stop spell?

Is there a monster that has resistance to magical attacks on top of immunity against nonmagical attacks?

I was wondering if there is an official monster in 5th edition that has resistance against any combination of bludgeoning, piercing or slashing damage and an immunity against any combination of bludgeoning, piercing or slashing damage dealt with non-magical weapons on top of that.

While I was looking through various monster stat-blocks I noticed that resistance to bludgeoning, piercing and slashing damage is extremely rare (e.g. Treant) and it bothered me that a Rakshasa for example has almost no physical durability because when the players get to fight one, it’s likely they already have magical weapons.

I’m thinking about homebrewing a monster that has resistance to the common damage types and an immunity to the common damage types if the attacks are made with nonmagical weapons, but I wanted to know if that already exists in 5th edition because I like to stick with official material instead of inventing something totally new.

Which is better, AC 17 and disadvantage on attacks against you, or AC 19?

I am playing in an Epic tier PvP. I have the option of a +2 studded leather, with max Dex, for AC 19, or normal studded leather and a cloak of displacement. Since everybody has +3 weapons, all the attack modifiers will be +14.

I am aware of this question (Mathematically, is a +2 bonus to AC better than attackers having disadvantage?), but I am looking for even more specific to my situation.

The PvP is a free for all. I have no other consistent sources of disadvantage.

In the Forgotten Realms, are Druids fundamentally against necromancy?

In my group, we have an undead skeleton necromancer and a Druid. The Druid is very, very against necromancy and the undead because he is under the assumption of “that’s how Druids are role played because Druids worship life”.

I was under the impression that Druids didn’t worship life, but specifically nature. That and Druids are traditionally neutral. I would understand if the Necromancer was creating undead plant life, but is it mentioned somewhere that a Druid should be at least ambivalent to undead creatures if they are used for the common good?

This is in the Forgotten Realms setting.

How does the Fighter’s Interception style work against attacks with multiple damage types? [duplicate]

The Fighter’s Interception fighting style reads:

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

How does this work against attacks that deal more than one type of damage? Does it matter if the extra damage is "gated" behind a failed saving throw?

Is there any way to actually impose disadvantage (not just cancel advantage) on saving throws against spells for a creature with Magic Resistance?

Many creatures in D&D 5e have a feature called Magic Resistance. One such is the Archmage:

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

So the Archmage has advantage on saving throws against magical effects. Suppose I wanted to weaken the Archmage’s resistance to magic – I use some effect that gives disadvantage on the saving throw for my spell. Normally, this would balance out to a straight roll, as the rules for advantage and disadvantage say:

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

This seems to set a baseline for a straight roll on saves against magical effects, that the Archmage can never roll at disadvantage against magical effects.

But is there a way to get around this? Keep in mind, such an ability must respect the specific beats general rule:

That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

The general rule here is that advantage and disadvantage balance out to a single die roll, so getting around Magic Resistance must either specifically override the rule for advantage and disadvantage, or eliminate Magic Resistance entirely.

Is there any way (e.g. magic item, class feature, spell, etc.) to force a creature with Magic Resistance to make a save against a magical effect with disadvantage?

While writing this up I did find this closed question which asks generally how to combat creatures with Magical Resistance, I intend this to be a (hopefully) more focused version of that question.

Can the spell Water Walk help in the fight against a Water Elemental?

The spell Water Walk:

grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Water Elementals, thanks to their Water Form, ‘can enter a hostile creature’s space and stop there’ then use their ability ‘Whelm’ which states:

Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Could Water Walk, by RAW, assist my PCs in their fight against a Water Elemantal?


  1. Could the benefits of Water Walk help prevent a target from being whelmed?
  2. Once already whelmed, could the benefits of Water Walk help a target escape from within the confines of a Water Elemental’s grapple?