Hey, that guy is going to MindControl you or try to fool you with an illusion! Maybe, if you focus and struggle against his power, you can -- !


Normally in fiction, powers have some chance of failure, whether through lack of skill, HeroicWillpower on the part of the would-be victim, or [[CompetitiveBalance some other factor]] that makes the power less than 100% effective. But some powers are such that they work automatically if they hit, regardless of any special defenses, resistances, or countermeasures the person on the receiving end may have. You can't [[GlamourFailure see through the illusion]], you can't cure the [[UniversalPoison poison]], you can't [[FightingFromTheInside resist the mind control]], people hit by the DisintegratorRay die instantly 100% of the time no matter [[PlotArmor how important they are.]]

The TropeNamer here is ''TabletopGame/DungeonsAndDragons'', where normally, harmful effects such as mind-controlling magic, dragon breath, illusions, or other supernatural nastiness allows the character affected to make a saving throw of the dice to negate or minimize the effect. Some spells and effects, unfortunately, such as the LevelDrain ability of a wraith, do NOT allow a saving throw to be made against them: if the move hits at all, it hits ''full effect'', end of story. In more modern editions of the game, these effects almost always have a chance to miss instead.

Contrast AlwaysAccurateAttack; attacks with No Saving Throw are often PowerfulButInaccurate to compensate. Complete opposite of NoSell. May overlap with EvilIsNotAToy. Sometimes involves GameplayAndStorySegregation. See also UnblockableAttack. As some of the examples above show, mind-affecting powers (especially CompellingVoice) are especially common examples of this if HeroicWillpower isn't a common defense.

Do not confuse with AuthorsSavingThrow.


[[folder: Anime And Manga ]]
* If you see the Star of Death in ''Manga/FistOfTheNorthStar'', you're going to die. Period. Rei actually transfers this from Mamiya to himself, but the fact remained that his death was unavoidable.
** Also, when Rei gets hit with one of Raoh's techniques. Normally it causes excruciating pain for three days followed by a gory death. But Rei's a super-badass secondary character. Surely he has PlotArmor? Nope. Raoh uses Hokuto Shinken just like his brother Kenshiro, and once you're hit with a technique from that style, YouAreAlreadyDead. In fact, the only thing that delayed it further was one of Toki's techniques from the same style, which allowed him to live just a little longer at the cost of a more excruciating death.
* ''Anime/CodeGeass'':
** Geasses in general work like this. The only thing that even has a chance of countering one is another Geass, but that's more of a case of bypassing some aspect of their Geass, like a telepath not being able to read something that the target doesn't know about, or thinking that something is true because their target believes it is. [[spoiler:A Code Bearer seems to have some ability, but it's not elaborated on, or Jeremiah's [[AntiMagic Geass Canceller]], which also has no saving throw, but that's like how healing spells don't.]]
** In the first season, [[spoiler:Euphemia]] manages to resist for just a moment, which Lelouch later guesses was because the command that he [[PowerIncontinence accidentally gave]] was just so [[IntrinsicVow completely against every facet of her character]].
** In the second, [[spoiler:Nunnally]] also manages to break out of a geass; [[spoiler:her father's artificially-induced blindness]], but that took ''years''. There's also that it may be that [[spoiler:Charles is dead at this point,]] and that his ability is not blindness, with that particular one being a side-effect of some sort and said character's never being said to recover from the ''actual'' affliction. [[spoiler:Specifically, she was traumatized by a false memory and one of the side effects is that she never opened her eyes afterward. Finally overcoming the trauma and opening her eyes doesn't mean that the false memory (the actual direct effect of her father's Geass) went away.]]
* Happens in ''Anime/DragonBallGT'' during the Super #17 arc. Regular #17 is being mind controlled by a second version of himself, and attacks #18, his sister. Krillin tries to bring him out, and he nearly goes back to normal before the other #17 enters his mind again and makes him shake off the good influence, at which point he kills Krillin instead.
* This is the reason Aizen's Zanpukutou in ''Manga/{{Bleach}}'' is considered overpowered. If you've seen his sword, he's hypnotized you and can control all your senses as he pleases. It's essentially permanent, undetectable, and it's not even the final form of his sword. [[spoiler:Unless one is touching the blade itself before he activates its shikai]].
** Tsukishima from the Full Bring Arc has a similarly broken power, he inserts himself into the past of anything he cuts. For a person, this could mean anything from, "Tsukishima is my best friend forever and I don't want to fight him," to "Tsukishima has known me for a long time, therefore he knows all my powers and weaknesses." All it takes is a nick, and it's in effect.
*** It still fails against Byakuya because the latter considers his [[PillarsOfMoralCharacter honour-debt to Ichigo]] [[HonorBeforeReason more important than anything else]]. He therefore kills Tsukishima while acknowledging that he was the most important person in his life. His actual method for killing him was something he invented during the battle, after Tsukishima used his ability to learn all of Byakuya's existing techniques.
** There's also Barragan's deathly aura. As Sui Feng found out the hard way, anything it touches will decay unto dust, and like the Amaterasu example below, the only way to stop it is [[LifeOrLimbDecision to cut off the afflicted body part]]. Indeed, his skill was so far into this trope that it allowed him to be HoistByHisOwnPetard when the attack was turned against him.
** As Nodt has the power to inflict irrational fear of death. It can technically be opposed by willpower, but only in the sense that it takes longer to reach full effect. Once it does, though, the fear keeps building until either you die or the Reishi that he injected into you is purged.
* The Mangekyo Sharingan's Amaterasu attack in ''Manga/{{Naruto}}'' works like this. Everything in its range catches fire, and there's no way, unless the caster wills it, for the fire to be put out. Apparently, the black fire burns straight for seven days and seven nights. If it gets on you, the only way to stop it is to sever that limb. It's also possible to use a sealing jutsu to remove the flames, but they're still burning inside whatever they get sealed into, and should the seal be released or broken the fire would spread again.
* Once your full name is written in the ''Manga/DeathNote'', you're going to die. The only reason a Death Note would fail to kill someone whose full name has been written is if that person's name had already been written down in ''another'' Death Note: no matter what, the victim's death by magical killer notebook is assured. While there are a couple of exceptions in the Death Note's rules, the situations they occur in are so unlikely as to be practically impossible[[note]]For example, someone over 124 years old is immune to the Death Note...but no human has ever been verified as having lived longer than 122 years anyway, and that's somewhere around the biological limit of human age.[[/note]] and never come up in the story.
* ''Manga/JoJosBizarreAdventure'' is the king of this trope, and also notable because, just because you find yourself having to fight against a BigBad with this kind of power, or even are affected by it already, doesn't mean you cannot find a way around it.
** Notable mention goes to Enigma, the Stand of Part 4 villain Terunosuke. He can attack people only if they act on the [[CharacterTic "tell" they display after a scare]], and only if Terunosuke is already 100% sure that's the correct "tell" (for ex. he might have to scare you, discover the "tell", then scare you ''again'' to activate the ability). However, if the condition is fulfilled, Enigma's attack [[AlwaysAccurateAttack cannot be evaded]], [[UnblockableAttack blocked]], or [[PowerNullifier affected by Stand powers]].

* In ''Film/TurboAPowerRangersMovie'', when Kimberly and Jason are BrainwashedAndCrazy, others try to use ThePowerOfFriendship to snap them out of it, which had a very minimal effect. The only solution was some magic from the local wizard.
* ''WesternAnimation/MyLittlePonyTheMovie2017'': Princess Cadance finds out the hard way that Obsidian Orbs [[UnblockableAttack are unblockable]].

* In the first book of ''Literature/TheDresdenFiles'', nothing can protect you from the BigBad's lightning-powered heart-ripping spell. Except, of course, striking first.
** The [[TabletopGame/TheDresdenFiles RPG]] rulebook clarifies that this is the result of the absurd amount of power[[note]]Nobody in their right mind would use lightning to power one, it's far too dangerous[[/note]] in the spell, measured in shifts of power. A typical "attack" spell used in combat can have between 3-10, which can kill, but the target has the chance to mitigate it or negate it via his defensive roll and taking consequences instead. The heart-exploding spell generated over ''35'' shifts, which is enough to simply overwhelm each and every way a character can mitigate damage.
** The rules for a [[RubeGoldbergHatesYourGuts lethal Entropy Curse]] are similar, in that to avoid it, you'd have to roll somewhere in the mid 20s to dodge the "attack," with a skill that likely maxes out at 5, and dice that on their best roll will only add a +4.
** All that said, the RPG book is explicit and insistent in averting this trope inasmuch as you ''always'' get a defense roll. Some tactics might effectively reduce or augment the defense roll, and in situations such as the Entropy curse a defense roll might, in fact, be meaningless, but you ''always'' get the chance to defend.
* Most spells in the ''Literature/HarryPotter'' series seem to allow for no chance to resist if they are properly cast and hit the target. However, there are counterspells. The one spell that there is "no" counterspell for is the Killing Curse. It's a major plot point that Harry Potter himself is the only one to have survived it, and that turns out to be due to circumstances that gave him uniquely strong protection. That said, it is possible to get around this by putting a physical obstacle in the path of the [[ProjectileSpell spell's energy]]. There's also a very evil form of ritual magic that can be used to survive the Killing Curse, but ''part'' of you would ''still'' die and what's left would be [[NotEvenHuman something less than fully human]] even when (or rather if) you recover your physical form.
* In ''Literature/TheWheelOfTime'', anything touched by balefire - whether that be a physical object, a person, a ''city''- will be instantly and irrevocably erased from existence. The only way to survive is to dodge it or kill the person making it before they let loose. However, [[EleventhHourSuperpower in the last book]], someone discovers an antithesis, turning a one-sided onslaught into a BeamOWar.
** It can't destroy [[MadeOfIndestructium Cuendillar]], though. And it's possible to divert it with [[AmplifierArtifact Callandor]]. [[spoiler:And in the [[DreamLand World of Dreams]], where [[YourMindMakesItReal reality is shaped by thought]], it's possible to negate Balefire with a sufficient application of will. It's implied that the character who does so was able to simply because [[AchievementsInIgnorance he didn't know it was supposed to be unblockable.]]]]
** Balefire goes so far as to ''retroactively'' erase those struck by it as well. This can potentially cause the target's recent actions to be nullified. Theoretically, one could "save" against the spell by having another channeler use balefire on the person who used balefire to erase you, removing the effects of the original balefire spell from history.
* In ''Literature/{{Xanth}}'', this trope is the reason the Magician Trent is considered so dangerous before his HeelFaceTurn. His BalefulPolymorph powers work on everyone, period. When he tries to use them against Bink, who has permanent AntiMagic, the only possible counters the antimagic can create are for Trent to miss or to hit something else, and it has to cause increasingly implausible events in order to block Trent's attacks. The transformation magic is that powerful, there's no defense against actually getting hit. Notably, this is the first time Bink's antimagic is ever forced to reveal its own existence in order to protect him from magical harm; for his entire life up to that point it had operated subtly enough that nobody even suspected Bink ''had'' a magical ability.
* ''{{Literature/Worm}}'' has several:
** As a part of the setting's take on mental powers (no 'classic' psychics/telepaths), MindControl powers don't have saving throws because they have a physical basis. The main character telepathically controls all bugs within range automatically with no mental effort. Regent's PeoplePuppets power works by hijacking the victim's nervous system- once he has control, it can't be fought because how do you fight your own nervous system? [[CharmPerson Cherish's]] power modifies the chemicals and neurotransmitters in the brain to let her manipulate emotions, even to the extent of PsychicAssistedSuicide. The counters we see to Master effects all involve not getting hit in the first place- Valefor's HypnoticEyes are countered by blinding him, Regent can't affect non-human nervous systems, Canary's CompellingVoice doesn't work on someone who can't hear her, etc.
** This is also the basis of Flechette's "sting" power; when she empowers an attack with it, it goes through every defense, fullstop. It's possible to dodge, but nothing can tank it.

[[folder: Live Action Television ]]
* Every so often in ''Franchise/PowerRangers'', like once per team or less, there's a MonsterOfTheWeek whose effect on a morphed Ranger is exactly the same as on a hapless civilian. The last Ranger standing had better think fast when dealing with a monster where one hit equals game over!
* ''Series/StarTrekTheNextGeneration'': Picard in "The Best of Both Worlds" told the Borg hive he would fight them with all his strength. The Borg replied "Strength is irrelevant." In the follow-up episode after the two-parter, Picard tearfully confessed that he was completely helpless.

[[folder: Visual Novel ]]
* In ''VisualNovel/{{Tsukihime}}'' and ''LightNovel/KaraNoKyoukai'', if someone bearing the Mystic Eyes of Death Perception hits you in your point of death, you die. Doesn't matter if you can reincarnate, you are a gestalt entity of 666 different beasts that ordinarily have to all be killed at the same moment, you can locally reverse time to instantly repair any damage done to you, the world itself actively works to sustain your continued existence, or if you aren't even alive to begin with, you die. Period. At best, you can hold on for about thirty seconds if you've lived for a really long time before this. The only way it can fail is if the target's "concept of death" is too alien for the person with the Eyes to comperehend, in which case the result is instead a NoSell. The extraterrestrial [[EldritchAbomination ORT]] is by WordOfGod an example of this. In at least one timeline, Shiki had to fight a creature with ''no'' point of death. He ''still'' killed it by ''giving'' it a point of death.
** The only known case of something surviving the Mystic Eyes of Death Perception is Arcueid at the start of ''VisualNovel/{{Tsukihime}}''. Technically speaking, her body did die: she got around it by creating an ''entirely new body'' and transplanting her soul into that one before she died (which took somewhere around 80% of her StoryBreakerPower to do, leaving her DePowered for the rest of the story). According to WordOfGod, this was only possible because Arcueid was cut apart along her "lines of death"... had Shiki stabbed her in her "point of death", she would have died no matter what.

* ''Webcomic/KnightsOfBuenaVista'' does a variation. Walter the GameMaster is so annoyed with Adriana's MinMaxing that he doesn't allow her to make a saving throw against a HypnotizeThePrincess spell (although he does come up with a reasonable justification).
* In [[http://antiheroescomic.com/comic/163 this strip]] of ''Webcomic/AntiHEROES'', Aldran defeats a druid who's been constantly dodging his spells by tricking him into ''swallowing a Delayed Blast Fireball spell'' that was mixed in with some berries.
-->'''Aldran:''' And sadly, I don't think you get a reflex save in this kind of situation. So I guess what I'm trying to say here is... Dodge that one, nature-boy.

* ''WesternAnimation/MiraculousLadybug'': Cat Noir's Cataclysm destroys whatever it touches. Nothing has been demonstrated to be capable of resisting this effect.

!!!Actual games and references to games

[[folder: Tabletop RPG ]]
* ''TabletopGame/{{Warhammer 40000}}'' has many weapons that bypass Armor Saves and a few ones that bypass ''Invulnerable'' Saves. The wording on one of these attacks simply states that the affected model is "removed from play with no saves of any kind allowed".
** A favourite tactic of Chaos players in the days of 3.5 Edition was to create one of these by taking a Chaos Lord with the "[[OneWingedAngel Daemonic Stature]]" daemonic gift and the "[[ImpossiblyCoolWeapon Dreadaxe]]" [[SentientWeapon daemonic weapon.]] [[HilarityEnsues Hilarity ensued]], then [[{{Nerf}} nerfing]].
** ''TabletopGame/{{Warhammer 40000}}'' has since jumped on the "unorthodox saves" bandwagon (see below) with Fifth edition Blood Angels and Necron codexes.
** Turned UpToEleven with vortex weapons, normally only playable in Apocalypse. Any model (infantry, monster, vehicle, or otherwise) that so much is touched by the vortex template is immediately removed from play. No saves of any kind allowed, no equipment tomfoolery, no special rolls - just straight-up dead. The only exceptions are Gargantuan Creatures and Super-Heavy Vehicles (I.E. things that are building-sized or larger) - they take d6 wounds or d3 structure points of damage with absolutely no way to prevent them.
* ''TabletopGame/{{Warhammer}}'' tends not to have outright remove-from-play spells, instead using spells that require rolls against characteristics not typically used for resisting damage (often Initiative); of these the much-maligned [[GameBreaker Purple Sun of Xereus]] (stays on the table and moves randomly, everything in its path must save on Initiative or die) is probably the most famous.
** The Tomb Kings as of Eighth Edition have a unit that can hit a target's Initiative instead of their regular stats. The attack is at Strength 1, but it ignores saves - and if it hits, you ''turn to sand''. No coming back from that. In the Battle Report that introduced them, they took out an entire unit (squad with 20+ members) this way.
* ''TabletopGame/DungeonsAndDragons''
** If you are level 4 or below in Rules Cyclopedia ''TabletopGame/DungeonsAndDragons'', if someone casts a Sleep spell upon you, you're as good as sleeping, as it doesn't give you a saving throw against it. If you don't have any friends to protect you or wake you up when you're under the spell's influence, you're pretty much at the mercy of whoever cast the spell on you, as anyone can use a bladed weapon to kill you instantly no matter how many HP you have.
** As mentioned above, the LevelDrain attacks of many [[TheUndead undead]] do not allow a saving throw, except for special circumstances.
** Do not look at a Catoblepas straight in the eyes unless you want to die.
** Do not ''touch'' a [[ArtifactOfDoom Sphere]] of [[DisintegratorRay Annihilation]] unless you want to be blasted out of existence. Notably, an upgraded and ''sentient'' version (the Blackball) released to fight characters of level 38+ (out of a possible 20) was still less scary, since it allowed an (admittedly, very difficult) save.
** In the 1st edition, a Nightcrawler's sting attack has a 1 in 8 chance of killing a character outright, without a saving throw.
** The only defense against Holy Word and its sister spells (Dictum, Word of Chaos, and Blasphemy) are being a high enough level, spell resistance (which is not quite the same as a saving throw), and having the right alignment.
*** Or possibly [[DisabilityImmunity being deaf]]
** The Power Word spells' success is based on how many hitpoints the target has. If you're too tough, it's a NoSell, but if you're not, it's No Saving Throw.
** In the 3rd edition of Deities and Demigods, there are a handful of divine abilities which simply cause a mortal creature or creatures to die. The end. Justified given the power level of the beings who can use it.
** 3rd edition contains the spell Cloudkill, which summons a cloud of gas which, on contact, kills everything level 3 or lower, no save required.
** Forcecage traps a creature inside it with no saving throw or spell resistance, keeping them trapped unless they have magical means of escape.
** And, of course, the old standby Magic Missile. Automatically hits, bypassing armor and damage reduction, allows no save, hits even incorporeal creatures. The tradeoff is that it doesn't do very much damage. And there are a few spells that can block it ([[CripplingOverspecialization but can't block anything else]]). However, if you're up against enemies that are insanely specialized into this spell to the point of being able to bypass the protection spells, [[GameBreaker God help you.]]
** According to fourth edition rulebooks, if you touch lava [[ChunkySalsaRule you just die instantly]] - but the actual adventures avert this, and lava instead deals small or negligible amounts of fire damage each turn.
* ''TabletopGame/MutantsAndMasterminds'' second edition has No Saving Throw as a [[PointBuildSystem extra you can apply to one of your powers]]. When the power resolves, the target is treated as though they failed their saving throw by one point. For damage effects[[note]]Mutants & Masterminds doesn't use HitPoints. Characters make a SavingThrow to shrug off damage instead, with failed saves applying stacking penalties to future saves until someone passes the critical failure threshold and is knocked out.[[/note]] this results only in ScratchDamage. But for Save-Or-Lose effects like [[MindManipulation Mind Control]], [[BalefulPolymorph Transform]], or [[PowerNullifier Power Control]], this ability becomes a GameBreaker. It's typically reserved for NPC Villains.
** A different example from the same game is the Perception range commonly seen on mental powers. While not a literal example (as the target is still allowed a SavingThrow), it automatically hits any target the user can perceive. A Perception Range power with the No Saving Throw modifier is unavoidable and irresistible unless you can find some way to avoid being seen.
* In ''TabletopGame/{{GURPS}}'' 4e the radiation rules are almost a parody of this. A very large dose of rads still lets you roll to resist but all the results, including a critical success, are death. Success only means you die ''more slowly''.
* ''BoardGame/ElderSign'': The goal of the game is to gather enough Elder Signs to prevent the EldritchAbomination of the day from waking up. Given that the Abominations in question are Elder or Outer Gods of the ''Franchise/CthulhuMythos'', one of them waking up is usually a game over. However, it is ''possible'', though difficult, for the players to [[DidYouJustPunchOutCthulhu defeat an awakened Abomination]] in a last-ditch fight. Unless the Abomination is Azathoth. If he awakens, it's an instant game over. Absolutely nothing can be done.

* In ''Film/TheGamersDorknessRising'', there's another literal example. Two PC's encounter a death demon, and his compelling fear aura is so powerful they can't roll high enough to resist so the DM assumed that they were compelled. However, the RulesLawyer says that on a 20 any action is an automatic success, and insists on rolling... a 1. He becomes [[WeakWilled completely compelled]].
* The most basic magical attacks from the wizard's staves in ''VideoGame/DragonAgeOrigins'' can't be run away from, regardless of the target's defences. On the downside, their damage is not that high, and it's impossible to land a CriticalHit with a staff.
* In ''MagicTheGathering'', spells with Split Second prevent almost all possible responses from even being ''attempted'', so anything you could normally do to save the target doesn't work. Uncounterable spells could also count, since countering a spell is sometimes the only way of stopping it.
** Early editions of Magic distinguished between "destroy" effects (which a creature could survive by regenerating) and "bury" effects (which cannot be regenerated). Later editions drop the "bury" terminology and replace it with "Destroy target creature. That creature cannot regenerate this turn," for the same effect. Later still, it adds the concept of "[[CessationOfExistence Exile]]," which [[DeaderThanDead also prevents it from being targeted by spells that return creatures from the graveyard]]. Then there are spells that can bring cards back from even exile, and even a joke card that puts a creature into [[UpToEleven totally, completely, we-really-mean-it, this-creature-cannot-be-brought-back-under-any-circumstances exile]].
* In ''VideoGame/WorldOfWarcraft'', certain loss-of-control spells are categorized as "charm" effects, where you lose control of your character in a way that it's as if someone else has taken control of it. These differ from "mind control" effects in that it's impossible to resist them, and impossible to break out of them once they happen[[note]]For example, mages can break out of a mind control effect by using Ice Block; with a charm effect, the player cannot trigger Ice Block at all[[/note]]; the only thing a player can do is wait until the effect finishes or the player is killed. These effects are thankfully rare, and are generally used as a mechanic in a boss fight, either as a periodic nuisance or as a condition resulting from poor play.
* ''VideoGame/MasterOfMagic'' has [[ThatOneAttack Doom Bolt]]. Which deals massive damage, and unlike every other spell and ability in the entire game, it offers no form of saving throw or resistance roll.
** Watch as this man begs for the life of his precious hero [[https://www.youtube.com/watch?v=9brjomS95VA#t=56m23s only to watch in horror as a doom bolt drops from the sky.]] He is [[{{Angrish}} not happy about this.]]
* ''Videogame/EYEDivineCybermancy'''s [[DangerousForbiddenTechnique "Gate" psychic powers]] will bypass any defense. If you can line up your crosshair on an organic enemy and cast the power, it will always work, though it may [[WithGreatPowerComesGreatInsanity destroy your sanity in the process]].
* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' have "special infected", zombies with different abilities than the normal ones. Most of these zombies, such as the Hunter, Charger, Smoker, and Jockey will immobilize the player if they can perform their primary attack on them. Until the player is saved by their teammates, the special infected can hit them again and again.
* ''VideoGame/TownOfSalem'':
** This is the Arsonist's ability. Whoever he set on fire is dead - not even NoSell abilities like Night Immunity, BulletproofVest or Doctor healing can save the victim. Ironically, the only way to avoid this is... to get jailed by the Jailor that night.
** The Jester takes it even further. If he is lynched, he will haunt a person and cause them to commit suicide that night, and none of the above immunities, not even being sent to jail, will save his target. It ''is'' possible for his target to survive if they're transported by the Transporter, in which case the person they're switched with dies instead.
** It's also flat-out impossible to survive the Jailor's execution. Night Immunity doesn't work, the Doctor and Bodyguard can't save you, and you can't be transported out of it. Even the Jailor dying that night doesn't save you because the execution will go through regardless. The only ways to avoid death are to either persuade the Jailor not to kill you, or for someone else to prevent the execution from occurring. For instance, should the Jailor be roleblocked or made to target someone other than you by a Witch, you're safe. But if the execute goes through, nothing can save you.
** The Werewolf ignores Night Immunity, meaning that the roles that can normally NoSell night attacks are not safe. It's possible for an outside force to save the Werewolf's target - such as the Jailor, Doctor or Bodyguard - but that causes the death of the saviour. The Werewolf also kills all visitors to the victim, even if those visitors are Night Immune. This makes the Werewolf the most terrifying role in the game, because if they visit someone, ''someone'' is going to die.
** Pestilence (added in the expansion), however, is [[NighInvulnerable completely immune to all of the above]]. If a Jailor gets him, [[MuggingTheMonster the Jailor dies and any execution fails]]. He also can't suicide from a Jester or get burned by an Arsonist. That said, there ''is'' one kill in the game that can affect him and ''any other role'' without fail -- getting lynched.
* ''VideoGame/DarkestDungeon'': The final form of the FinalBoss has an attack that's not only a OneHitKill, it [[AlwaysAccurateAttack cannot be avoided]], [[UnblockableAttack blocked]], and [[LastChanceHitPoint Death's Door]] cannot protect from it. ''When'' it hits, that character's dead. The only saving grace is that he uses it exactly twice in the fight (once at 2/3 hp, and again at 1/3 hp), and you get to ''[[SadisticChoice choose which character dies to it]]''. The only possible counter would be to inflict enough damage in a single attack to get the boss from "above the threshold" to "dead". [[spoiler:It's been done, but even then it relied on the RNG with only a 1/4 chance of success, in order to deliver a giant CriticalHit that would have utterly destroyed almost every boss in the game outright.]]
* [[WebVideo/TheSpoonyExperiment Spoony]] complains about this in his review of ''Film/MazesAndMonsters'', where [[ViolationOfCommonSense Jay-Jay makes his character jump into a]] [[SpikesOfDoom spike]] [[PitTrap pit]] and the GameMaster just declares him dead on the spot without making ''any'' type of roll, be it a Saving Throw, damage dice, or whatever. Of course, this is just one of many things the film gets wrong about tabletop games...
* ''[[VideoGame/Dota2 Dota 2]]'': Axe's ultimate ability Culling Blade will [[FinishingMove unconditionally kill any target whose HP is below a certain amount]], ignoring any and all buffs on the target. This includes Dazzle's Shallow Grave, a spell whose ''only purpose'' is to [[LastChanceHitPoint prevent the target from dying while it is active]].
* ''[[VideoGame/KnightsOfTheOldRepublic Knights of the Old Republic]]'': The "Plague" Force power inflicts -1 attributes on its target every six seconds, and has a Difficulty Class (DC) of 100 making it impossible to avoid unless the target has an active poison immunity.