An overwhelming foe or horrid monster doesn’t need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a character to make a saving throw to resist being scared. The character must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn.
Any of the following circumstances might be reasons to have one or more characters make saving throws to resist being frightened:
- The character experiences one of their Seeds of Fear.
- An enemy is immune to the character’s attacks or spells.
- An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow.
- A creature is alien or monstrous in ways the character never could have imagined.
- An object undermines a character’s understanding of reality.