Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blazing brown diffusing creatures remaining'.
Other Suggestions:
blazing born diffusing creatures reining
blazing boon diffusing creatures reining
beating boon diffusing creatures remaining
blowing boon diffusing creatures remaining
blazing blows diffusing creatures reining
Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Magic Items
Dungeon Master’s Guide
you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Spells
Player’s Handbook
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Magic Items
Dungeon Master’s Guide
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97
You cast Polymorph, targeting the creature closest to the chosen point of
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Marut
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of
Monsters
Spelljammer: Adventures in Space
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Giant space hamsters are cute, plant-eating rodents as big as brown bears. They tend to avoid other creatures, especially threatening ones, but
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes four Blazing Morningstar attacks. It can replace one of these
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
Monsters
The Wild Beyond the Witchlight
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Antilife Shell
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
Monsters
Spelljammer: Adventures in Space
umber. It takes them days to digest a meal, during which time they attack only in self-defense.
A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
Staff of Swarming Insects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Color Spray
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you
are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each
Magic Items
Bigby Presents: Glory of the Giants
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
Monsters
The Wild Beyond the Witchlight
of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in
and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.
The Hall of
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Icewind Dale: Rime of the Frostmaiden
serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.
Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon
and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
Sleep
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by
Conjure Animals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own
turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no
Wind Walk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Monsters
Princes of the Apocalypse
drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures
caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a DC 20 Strength saving throw or
Conjure Fey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes
statistics. Some sample creatures are listed below.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
Monsters
Spelljammer: Adventures in Space
horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.
Feyrs shun bright light but aren
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
equal to half that necrotic damage. The priest’s speed also increases by 10 feet.
4
Priest of Osybus (Blazing);Blazing. The priest sloughs off its flesh, and its skeleton crumbles away
Monsters
The Book of Many Things
Incorporeal Movement. The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The






