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Returning 35 results for 'blast bottom diffusing contents remain'.
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Spells
Player’s Handbook
, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Demiplane
Legacy
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Spells
Basic Rules (2014)
demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Monsters
Mordenkainen's Fiendish Folio Volume 1
, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Radiant Blast. Radiant energy erupts from the
blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Radiant Blast
Spells
Elemental Evil Player's Companion
.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have
is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the
Monsters
Eberron: Rising from the Last War
Constitution saving throws to maintain concentration.Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the ground
28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet of him
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
one of the following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst
throw or take 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Blast of Cold","rollDamageType":"cold"} cold damage.
Geryon targets one creature he can see within 60 feet of him. The
Monsters
Mordenkainen's Fiendish Folio Volume 1
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
treasure or start a new hoard—by any means possible.
Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3
initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst from the ground at a point
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
these wrecks. Shipwreck Contents d10 Creatures or Treasure 1 1 sahuagin priestess and 2d10 sahuagin 2 1 young bronze dragon 3 4d10 giant crabs 4 3d10 giant seahorses 5 1d4 hunter sharks 6 1 giant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
these wrecks. Shipwreck Contents d10 Creatures or Treasure 1 1 sahuagin priestess and 2d10 sahuagin 2 1 young bronze dragon 3 4d10 giant crabs 4 3d10 giant seahorses 5 1d4 hunter sharks 6 1 giant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
these wrecks. Shipwreck Contents d10 Creatures or Treasure 1 1 sahuagin priestess and 2d10 sahuagin 2 1 young bronze dragon 3 4d10 giant crabs 4 3d10 giant seahorses 5 1d4 hunter sharks 6 1 giant
Monsters
The Book of Many Things
provoking opportunity attack;opportunity attacks.
Wrathful Blast (Costs 2 Actions). The medusa makes one Wrathful Strike attack.
Final Slash (Costs 3 Actions). The medusa makes one Final Blade attack
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
Monsters
Fizban's Treasury of Dragons
.
8
An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of their way to
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harbor. He has spent the past several months scouring wrecks at the bottom of the harbor for treasure and stashing precious baubles in a hidden underwater cave. Recently, he noticed a strange craft
mission. In exchange for information, he offers to give the party a barnacle-covered chest that he found recently. He hasn’t opened it yet, so its contents are unknown to him, but he can smell gold inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harbor. He has spent the past several months scouring wrecks at the bottom of the harbor for treasure and stashing precious baubles in a hidden underwater cave. Recently, he noticed a strange craft
mission. In exchange for information, he offers to give the party a barnacle-covered chest that he found recently. He hasn’t opened it yet, so its contents are unknown to him, but he can smell gold inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harbor. He has spent the past several months scouring wrecks at the bottom of the harbor for treasure and stashing precious baubles in a hidden underwater cave. Recently, he noticed a strange craft
mission. In exchange for information, he offers to give the party a barnacle-covered chest that he found recently. He hasn’t opened it yet, so its contents are unknown to him, but he can smell gold inside
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.






