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Returning 23 results for 'beams being diffusing carried repeats'.
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beam being diffusing carried repeats
Magic Items
Dungeon Master’s Guide
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Spells
Player’s Handbook
instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Monsters
Eberron: Rising from the Last War
longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of
Control Water
Legacy
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Spells
Basic Rules (2014)
and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69–72 Nothing happens at the chosen
-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69–72 Nothing happens at the chosen
-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of
to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery
colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
attack. Treasure. The treasure carried on Tammeraut has been placed in front of the north alcove by the drowned ones, as an offering to the great sleeping evil below. A rotting sea chest holds 5,000 sp, 1,850 gp, 75 pp, and ten masterfully cut pieces of jade depicting various sea animals (100 gp each).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
interior is hollow, with broken beams showing where upper floors existed long ago. Webs cover the tower’s walls, with two anchor points to the northwest and northeast.
A monstrous demon is moving
being worn or carried.
Magic Resistance. Camlash has advantage on saving throws against spells and other magical effects.
Spider Aura. Camlash is surrounded by tiny, biting spiders that magically
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it starts burning.
Bonus Actions
Ignited Illumination. The
condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.
Basilisk Medium Monstrosity, Unaligned
AC 15 Initiative −1 (9
must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
legions with beams of red light radiating from their mouths. But as the colossi were beginning to turn to the lands outside Cyre, the Mourning came, and the colossi perished. Now their remains lie, like
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the Yawning Portal tavern who had a tiny beholder pet. A gazer, she called it. When I reached to pet it, the creature struck me with one of its eye beams and flung me back against a wall with such force
30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
after 1d10 minutes. An inferno damages any vegetation or object that isn’t being worn or carried that it touches, dealing 22 (4d10) Fire damage immediately and again at the end of each minute. Any
) Poison damage at the start of each of its turns. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Direct sunlight or any amount of Fire damage destroys a patch of yellow mold. Brian Valeza
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
back across your realm.” Man had been tricked, but a promise is a promise, so he carried Crocodile safely on his back across the entire realm of humans, a journey that lasted many years. He also swore
bricks and must make a DC 13 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that starts its turn in the room repeats the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Part of the roof caught fire two summers ago and has yet to be repaired. The holes in the roof have allowed birds to build nests among the beams, and the floor and tables are speckled with bird
animates for 1d4 rounds, after which it clatters to the floor. The effect repeats if the bones are touched again, unless the skeleton is reduced to 0 hit points or the bones are destroyed, in which case
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
cages hang from wooden beams that extend out from this balcony over the lake below. Trapped inside one of the cages is a smiling satyr. “Hello there!” he says.
These iron cages are used to store soon
shadow has detached from the darkling and roams freely. If the characters arrive here while Bavlorna is entertaining the darkling elder, they interrupt a heist being carried out by the shadow: A shape
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
doesn’t require air, food, or water. Items worn or carried by the creature are unaffected. A wish spell can end the curse. The creature can end the curse on itself by giving a bouquet of eight black
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed






