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Returning 35 results for 'being bolt diffusing causing realities'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
24 hours later.Multiattack. The mage makes three Slam or Eldritch Bolt attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft
saving throw or be poisoned until the end of its next turn.
Eldritch Bolt. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Eldritch Bolt"} to hit, range 60 ft
Elder Tempest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly
another creature's turn. The tempest regains spent legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike (Costs 2 Actions). The tempest can cause a bolt of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
(Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Psionic Bolt
. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
action to cause one of the following effects; the anarch can’t use the same effect two rounds in a row:
The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the
anarch’s lair is warped by its presence, which creates one or more of the following effects:
In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Razor, and Daask’s hunt for artifacts in Old Sharn. Just as Coal is finishing her exposition, a bolt of fire explodes inches from Coal’s head, causing bedlam in the Cog Carnival. Coal runs for her life, shouting that the party set her up. The chase is on!
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Razor, and Daask’s hunt for artifacts in Old Sharn. Just as Coal is finishing her exposition, a bolt of fire explodes inches from Coal’s head, causing bedlam in the Cog Carnival. Coal runs for her life, shouting that the party set her up. The chase is on!
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Razor, and Daask’s hunt for artifacts in Old Sharn. Just as Coal is finishing her exposition, a bolt of fire explodes inches from Coal’s head, causing bedlam in the Cog Carnival. Coal runs for her life, shouting that the party set her up. The chase is on!
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
a large group of people could prove dangerous to them. The goats, however, panic at the sight of these large predators, causing them to flee in every direction. The characters must do everything in
their power to keep the goats together, because the wyverns do not hesitate to pick off stragglers. Herding. When the goats bolt, each character can attempt a DC 10 Wisdom (Animal Handling) check. If at
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
a large group of people could prove dangerous to them. The goats, however, panic at the sight of these large predators, causing them to flee in every direction. The characters must do everything in
their power to keep the goats together, because the wyverns do not hesitate to pick off stragglers. Herding. When the goats bolt, each character can attempt a DC 10 Wisdom (Animal Handling) check. If at
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
a large group of people could prove dangerous to them. The goats, however, panic at the sight of these large predators, causing them to flee in every direction. The characters must do everything in
their power to keep the goats together, because the wyverns do not hesitate to pick off stragglers. Herding. When the goats bolt, each character can attempt a DC 10 Wisdom (Animal Handling) check. If at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
30b) is inserted into the lock and turned 90 degrees clockwise, four bolt locks slide back from the surrounding walls, and the door swings inward on adamantine hinges. The door remains open until it is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
30b) is inserted into the lock and turned 90 degrees clockwise, four bolt locks slide back from the surrounding walls, and the door swings inward on adamantine hinges. The door remains open until it is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
30b) is inserted into the lock and turned 90 degrees clockwise, four bolt locks slide back from the surrounding walls, and the door swings inward on adamantine hinges. The door remains open until it is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom
, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
Actions
Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom
, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
Actions
Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom
, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
Actions
Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on
another creature’s turn. The tempest regains spent legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike (Costs 2 Actions). The tempest can cause a bolt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful dispel magic (DC 17) cast on a floating object ends the magic on it, causing it to fall. The fireplace’s 5-foot-wide chimney climbs vertically for 30 feet, then ends abruptly. The rest of it caved
gemstones (create undead); a sliver of wychwood (dancing lights); a pouch of lime, a flask of water, and a pouch of earth (flesh to stone); a patch of wolf fur and a glass rod (lightning bolt); a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, lightning bolt, and sleep. Kelim also carries an explorer’s pack (with its perishable supplies mostly depleted) and a pouch containing 5 pp, 24 gp, and 4 sp. 36c. Upside-Down Throne Sleeping Grick. A grick
10 feet off the floor. A successful dispel magic (DC 18) ends the effect, causing creatures and objects on the ceiling to fall if there’s nothing to counteract the effect of normal gravity on them
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on
another creature’s turn. The tempest regains spent legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike (Costs 2 Actions). The tempest can cause a bolt
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and
a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 21 Dexterity saving throw, taking 16 (3d10) lightning damage on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful dispel magic (DC 17) cast on a floating object ends the magic on it, causing it to fall. The fireplace’s 5-foot-wide chimney climbs vertically for 30 feet, then ends abruptly. The rest of it caved
gemstones (create undead); a sliver of wychwood (dancing lights); a pouch of lime, a flask of water, and a pouch of earth (flesh to stone); a patch of wolf fur and a glass rod (lightning bolt); a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and
a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 21 Dexterity saving throw, taking 16 (3d10) lightning damage on a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and
a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 21 Dexterity saving throw, taking 16 (3d10) lightning damage on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, lightning bolt, and sleep. Kelim also carries an explorer’s pack (with its perishable supplies mostly depleted) and a pouch containing 5 pp, 24 gp, and 4 sp. 36c. Upside-Down Throne Sleeping Grick. A grick
10 feet off the floor. A successful dispel magic (DC 18) ends the effect, causing creatures and objects on the ceiling to fall if there’s nothing to counteract the effect of normal gravity on them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, lightning bolt, and sleep. Kelim also carries an explorer’s pack (with its perishable supplies mostly depleted) and a pouch containing 5 pp, 24 gp, and 4 sp. 36c. Upside-Down Throne Sleeping Grick. A grick
10 feet off the floor. A successful dispel magic (DC 18) ends the effect, causing creatures and objects on the ceiling to fall if there’s nothing to counteract the effect of normal gravity on them
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on
another creature’s turn. The tempest regains spent legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike (Costs 2 Actions). The tempest can cause a bolt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful dispel magic (DC 17) cast on a floating object ends the magic on it, causing it to fall. The fireplace’s 5-foot-wide chimney climbs vertically for 30 feet, then ends abruptly. The rest of it caved
gemstones (create undead); a sliver of wychwood (dancing lights); a pouch of lime, a flask of water, and a pouch of earth (flesh to stone); a patch of wolf fur and a glass rod (lightning bolt); a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Strengths, and Weaknesses Share information with the players about the characteristics of creatures they fight as those characteristics become apparent. For example, if a Wizard casts Fire Bolt
probably wouldn’t harmed by Fire Bolt; feel free to confirm their guesses. Actions in Combat When a monster takes an action in combat, the players need to have some idea what’s going on both in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Strengths, and Weaknesses Share information with the players about the characteristics of creatures they fight as those characteristics become apparent. For example, if a Wizard casts Fire Bolt
probably wouldn’t harmed by Fire Bolt; feel free to confirm their guesses. Actions in Combat When a monster takes an action in combat, the players need to have some idea what’s going on both in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
at Turbine Heights, read the following text: The streets of this district are filled with steam. Through the haze, you can see bright streetlamps and abandoned buildings. Every fifteen seconds, a bolt
in the turbine, causing the turbine to malfunction. Characters within 10 feet of the northwest turbine can see the damaged clockwork defender, which has 24 hit points remaining. This defender is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Strengths, and Weaknesses Share information with the players about the characteristics of creatures they fight as those characteristics become apparent. For example, if a Wizard casts Fire Bolt
probably wouldn’t harmed by Fire Bolt; feel free to confirm their guesses. Actions in Combat When a monster takes an action in combat, the players need to have some idea what’s going on both in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
at Turbine Heights, read the following text: The streets of this district are filled with steam. Through the haze, you can see bright streetlamps and abandoned buildings. Every fifteen seconds, a bolt
in the turbine, causing the turbine to malfunction. Characters within 10 feet of the northwest turbine can see the damaged clockwork defender, which has 24 hit points remaining. This defender is






