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Returning 35 results for 'before beam dwelling complete reduced'.
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Monsters
Monster Manual
":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
Spells
Player’s Handbook
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
Ray of Frost
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until
Monsters
Phandelver and Below: The Shattered Obelisk
;surprised.Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Dreadful Contact. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
+ 4);{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Dreadful Contact", "rollDamageType":"psychic"} psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell
Monsters
Eberron: Rising from the Last War
much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.In the final days of the Last War, House Cannith
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
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Magic Items
Tasha’s Cauldron of Everything
, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to
the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Necrotic Resistance. You have resistance to necrotic damage.
Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
essential organ, granting them advantage on death saving throws.
Relentless Toughness. The creature is infused with troll essence. If they are reduced to 0 hit points by damage other than acid or fire
Monsters
Mythic Odysseys of Theros
reduced by 10 feet until the start of the triton’s next turn.Frigid Shield. When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the
of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come
Monsters
Spelljammer: Adventures in Space
Spelljammer Overload. If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a DC 13 Constitution saving throw. On
":"force"} force damage and be stunned until the end of its next turn.A jammer leech is a barnacle-like creature that begins life as a space-dwelling spore that attaches to the hull of a spelljamming ship
Monsters
Mordenkainen Presents: Monsters of the Multiverse
necrotic damage. The target dies if reduced to 0 hit points by this ray.The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog
pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points
particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
Monsters
Fizban's Treasury of Dragons
artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other
topaz dragon their monarch, despite the dragon’s complete lack of interest and growing annoyance toward them.
Cold, Necrotic
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals To complete the Woodland Manse Quest, the adventurers must eradicate the evil dwelling in and around the manse. Their reward awaits them at Falcon’s Hunting Lodge.
Monsters
Fizban's Treasury of Dragons
, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as
hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
Backgrounds
Guildmasters’ Guide to Ravnica
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged
spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged
spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Monsters
Fizban's Treasury of Dragons
reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: blink
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Ritual To perform the ritual, Gallio paints a magic rune on each character’s forehead and chants an incantation to draw upon the power of the planar beacon. When the ritual is complete, Gallio
remain visible, but appear translucent and oddly distant. In this strange world, a beam of blue light spills from the planar beacon and sweeps around it in a circle, like a spectral lighthouse. Most
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter The characters start this chapter knowing that a trio of mind flayers are preparing a ritual to transform surface-dwelling Humanoids into mind flayers. The ritual will certainly
this adventure’s challenges, you could decide that the fanatics’ ritual is nearly complete, urging the characters to press ahead without resting and resupplying. If this adventure’s threats have
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that
damage. Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.
Monsters
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another. When the treant
Armor Class: 15 (wood) Cargo: 10 tons Hit Points: 250 Crew: 5 (plus the treant) Damage Threshold: 15 Keel/Beam: 80 ft./20 ft. Speed: fly 40 ft. (4½ mph) Cost: 25,000 gp Ballista (Crew: 3) Armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual
straight away from itself.
Radiant Ray. Ranged Attack Roll: +18, range 300 ft. Hit: 22 (4d10) Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam
(Recharge 5–6). Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12) Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0






