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.

What is the duration of the resistance effect of Swarming Dispersal for a Swarmkeeper Ranger?

In the Ranger section of Tasha’s Cauldron of Everything appears a new version of the sub-class Swarmkeeper, which is quite distinct from the UA version.

There is a new ability called Swarming Dispersal (TCoE, p.60). The feature does have an effect for which no duration is specified:

Swarming Dispersal

15th-level Swarmkeeper feature

You discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage.

You vanish into your swarm and then teleport to an unoccupide space that you can see withing 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regainall expended uses when you finish a long rest.

Is this an instantaneous effect, does it last until your next turn, or does it have another duration?

I’m looking for a RAW answer, potentially including comparison with examples of similar features in other classes.

Does damage reduction from Shadowfell Brand Tattoo stack with resistance?

Shadowfell Brand Tatoo, the new magic item from Tasha has this effect:

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.

Does this reduction stack with reduction from having resistance?

using Guidance and Resistance for long term effects

The Guidance and Resistance cantrips both last for 1 minite, but a lot of saves and checks represent longer stretches of time, and I want to know if those cantrips can be applied in those situations.

For instance, can a creature on watch benefit from Guidance for their Wisdom (Perception) roll?

Can a creature traveling for extra hours in the day benefit from Resistance for their Constitution save to prevent exhaustion?

Do Telepathic Talent and an elan’s resistance stack?

Do racial traits bonus stack?

Telepathic Talent:

Benefit: You can expend your psionic focus to gain a +2 trait bonus to your saves against mind-affecting powers and psi-like abilities. This talent grants no benefit if you do not have the ability to gain psionic focus.



Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

if I’m a elan (with focus), if is a mind-affecting power to resist, Can I use both?

Can you make melee attacks magical to overcome resistance?

I’m attempting to make a Shapechanger character that focuses on transforming into a Phoenix, but the fact that it’s melee attacks are non-magical is concerning for higher CR rated opponents. Is there some sort of spell that makes melee attacks (besides Shillelagh, which isn’t what I’m going for) into a magically based attack, similar to a monster with that feat already?

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.

Magic Resistance and Destructive Wrath

Currently hit a debate within our campaign in regards to gaining advantage on a Saving Throw from Magic Resistance when our Tempest Cleric can use their Channel Divinity for Destructive Wrath.

I have already checked these two posts: How do I know if an ability is magical? and When does a Tempest cleric have to choose to use Destructive Wrath?.

If the Cleric uses his Wrath of the Storm ability to deal Thunder/Lightning damage the target has to make a Dex Save. As per the Sage Advice this is not magical and therefore isn’t made at advantage by a creature with Magic Resistance.

If the Destructive Wrath is used as a Channel Divinity it gains the wording "fuel magical effects" and would therefore become magical for the purpose of Magic Resistance, however the most upvoted post on Destructive Wrath puts the damage being rolled after the saving throw and thus applied after the saving throw is made.

My question is what would be the best way to apply the rules in this example?

Would you apply the Destructive Wrath after the saving throw has been made thus detrimenting the creature, or would you apply the Destructive Wrath before the saving throw thus (potentially) detrimenting the player?

Would a race with bludgeoning, piercing or slashing resistance be overpowered?

The various subtypes of dragonborn in D&D 5e have different elemental resistances (acid, cold, fire, lightning, poison). Tieflings similarly have fire resistance, and I would estimate that a variant tiefling with, say, cold or poison resistance instead would be equally balanced.

However, suppose I want to give a race resistance to one of the physical types: bludgeoning, piercing, or slashing. For example, a dragonborn subtype with slashing as its one resistance, or a tiefling with piercing resistance.

Would this be overpowered?