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Returning 35 results for 'before burning during caltrops remains'.
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before bring during caltrops remains
Magic Items
Dungeon Master’s Guide
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
, and attacks you.
91–95
A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your
Hellfire Engine
Legacy
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Monsters
Mordenkainen’s Tome of Foes
prone and takes 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Flesh","rollDamageType":"bludgeoning"} bludgeoning damage.
If the hellfire engine remains in the prone creature's space
the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Juiblex
Legacy
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Monsters
Out of the Abyss
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine
half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Monsters
The Book of Many Things
intruders in sight with reckless abandon.
Cultists of Aurnozci
Aurnozci grants its cultists the following trait:
Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering
embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Corpse", "rollDamageType":"fire
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials
Monsters
Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
Monsters
Princes of the Apocalypse
damage and catches fire. A target on fire takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"fire"} fire damage when it starts its turn, and remains on fire until it or
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s wall—the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
C1. Cliff Edge Floating hundreds of feet in the air at the center of the valley is a large island of rock. Enormous chimney-engines extend from the bottom of this island, burning with fitful, deep
the hundreds of feet of open space between them.
The floating island is all that remains of the planar craft that crashed into the mountains eons ago. The force of its impact created this valley
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
out. The first is a granite head the size of a wagon on the ground, gazing skyward. The second is the remains of a farmer’s market clustered near the stone head, now only broken beams and crumbling
success, the character recognizes that an unnaturally massive bird of prey made the scrapes. Dragoneye Flowers The flowers are dragoneye flowers. The Burning Circle members believe that when dragoneye
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stitched into the tapestry below it. Any character who succeeds on a DC 20 Intelligence (History) check recognizes these figures as the Seven. If it is set on fire, the burning tapestry produces toxic green
smoke that coalesces into an efreeti and attacks all creatures in the room. The efreeti remains in the room thereafter, until set free by Halaster.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic Divination C
turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic Divination C
turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A
attacks you. 91–95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
at a slight angle over the trees. It looks like something is burning just over the next ridge.
The burning farm is within five minutes’ travel. Once the characters approach within sight, read the
following: A fiercely burning homestead is nestled in a small valley slightly below your position at the top of the ridge. The barn is a smoking ruin and the house is half consumed by fire. Panicked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skeleton embedded in the opposite wall holds an iron sconce with a burning red candle in it.
The skeleton is all that remains of a dead Omuan engineer. As long as the candle remains in this cell, it
causes the secret door in the south wall to slide shut and lock. No keyhole or visible opening mechanism can be found on the secret door. The secret door remains sealed until the characters escape from
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Pack 42 lb. 16 GP Caltrops 2 lb. 1 GP Candle — 1 CP Case, Crossbow Bolt 1 lb. 1 GP Case, Map or Scroll 1 lb. 1 GP Chain 10 lb. 5 GP Chest 25 lb. 5 GP Climber’s Kit 12 lb. 25 GP Clothes, Fine 6 lb. 15 GP
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under
opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s Pack 42 lb. 16 GP Caltrops 2 lb. 1 GP Candle — 1 CP Case, Crossbow Bolt 1 lb. 1 GP Case, Map or Scroll 1 lb. 1 GP Chain 10 lb. 5 GP Chest
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. When the characters draw close, read the following: The screams of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word
Battlefield Features The battlefield includes the following features: Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The Prince of Demons throws back his two heads and roars his triumph. As he does, his nearer head turns, burning eyes raking across the battlefield. Filled with bloodlust and battle rage, the demon
, the demon lord remains a terrifying opponent, attacking the adventurers in a howling fury as battle is joined.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gp 2 lb. Barrel 2 gp 70 lb. Basket 4 sp 2 lb. Bedroll 1 gp 7 lb. Bell 1 gp - Blanket 5 sp 3 lb. Block and tackle 1 gp 5 lb. Book 25 gp 5 lb. Bottle, glass 2 gp 2 lb. Bucket 5 cp 2 lb. Caltrops (bag of
spellbook (described later in this section). Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions. Burning Hunger. Hell hounds hunt in packs, feeding on any creature
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
world, and the region’s transformation grows more extreme. The odd but still mundane weather gives way to storms that drop burning embers, or winds that shriek in all directions, seizing living
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature falls prone and takes 28 (8d6) bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
detection, and determine the outcome. BURNING OR HOLING THE SEA GHOST
Though it is possible for the characters to capture the Sea Ghost, they also might choose to destroy it.
Burning. The Sea Ghost
on the area and attack any intruders. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired.
Crow’s Nest This area is not shown on the map but is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
as hatcheries. Kobolds tend to their eggs by nesting them in a shallow pit lined with earth and dried grass. Because the eggs are susceptible to cold, they are kept near a slow-burning fire, or are
mine elevators rigged to fall Caltrops in shallow mud or soft dirt (light kobolds can walk on them without trouble) Collapsing ceilings Crates of centipedes Falling blocks Moats full of pitch or oil






