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Returning 35 results for 'bottom below diffusing casting rises'.
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Narzugon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"damage","rollAction":"Hellfire Lance","rollDamageType":"fire"} fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's
Monsters
Bigby Presents: Glory of the Giants
soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Hours"} hours. If the creature isn’t revived
before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.Multiattack. The hellion makes two Morningstar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
Hellfire Engine
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"thunder"} thunder damage on a failed save, or half as much damage on a successful one.
If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in
1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn’t revived before then, only a
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
Monsters
Vecna: Eve of Ruin
+60", "rollType":"damage", "rollAction":"Rotten Fate", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this magic rises as
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
Spells
Xanathar's Guide to Everything
. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
V5. Howling Plateau This high rocky plateau rises from the center of the canyon. A river cuts through the canyon bottom, passing through it to the other side. The wind on the plateau keens and moans
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
V5. Howling Plateau This high rocky plateau rises from the center of the canyon. A river cuts through the canyon bottom, passing through it to the other side. The wind on the plateau keens and moans
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
V5. Howling Plateau This high rocky plateau rises from the center of the canyon. A river cuts through the canyon bottom, passing through it to the other side. The wind on the plateau keens and moans
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
14. Flooded Hall Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1
succeed on a DC 10 Dexterity saving throw or fall prone. The water becomes shallower to the east. After the corridor turns north, a set of stairs rises up out of the dampness, and the path ends at a set of bronze doors. The doors have keyholes but are unlocked.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the room is a hidden pit trap. Covered Pit This hidden pit (see “Covered Pits”) is 20 feet deep, but the bottom 10 feet is occupied by a gelatinous cube. Any creature that falls into the pit takes
10 (3d6) acid damage as it sinks into the cube and is automatically engulfed by it. If the cube is attacked from above, it rises out of the pit on its turn and tries to engulf anything in its path.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
approaching, it uses its meld into stone spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its
greatclub. Characters with a passive Wisdom (Perception) score lower than 16 are surprised by the giant as it rises from the pool. Clinging to the 50-foot-high ceiling are ten piercers. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
approaching, it uses its meld into stone spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its
greatclub. Characters with a passive Wisdom (Perception) score lower than 16 are surprised by the giant as it rises from the pool. Clinging to the 50-foot-high ceiling are ten piercers. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the room is a hidden pit trap. Covered Pit This hidden pit (see “Covered Pits”) is 20 feet deep, but the bottom 10 feet is occupied by a gelatinous cube. Any creature that falls into the pit takes
10 (3d6) acid damage as it sinks into the cube and is automatically engulfed by it. If the cube is attacked from above, it rises out of the pit on its turn and tries to engulf anything in its path.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
approaching, it uses its meld into stone spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its
greatclub. Characters with a passive Wisdom (Perception) score lower than 16 are surprised by the giant as it rises from the pool. Clinging to the 50-foot-high ceiling are ten piercers. As a bonus action
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the room is a hidden pit trap. Covered Pit This hidden pit (see “Covered Pits”) is 20 feet deep, but the bottom 10 feet is occupied by a gelatinous cube. Any creature that falls into the pit takes
10 (3d6) acid damage as it sinks into the cube and is automatically engulfed by it. If the cube is attacked from above, it rises out of the pit on its turn and tries to engulf anything in its path.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
14. Flooded Hall Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1
succeed on a DC 10 Dexterity saving throw or fall prone. The water becomes shallower to the east. After the corridor turns north, a set of stairs rises up out of the dampness, and the path ends at a set of bronze doors. The doors have keyholes but are unlocked.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
14. Flooded Hall Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1
succeed on a DC 10 Dexterity saving throw or fall prone. The water becomes shallower to the east. After the corridor turns north, a set of stairs rises up out of the dampness, and the path ends at a set of bronze doors. The doors have keyholes but are unlocked.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Finger of Death Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Creature Stat Blocks”) that follows your verbal orders.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Finger of Death Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Creature Stat Blocks”) that follows your verbal orders.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Finger of Death Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Creature Stat Blocks”) that follows your verbal orders.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Oyaviggaton Arauthator’s iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears roughly triangular, with rounded corners. The plateau portion of
the iceberg rises more than a hundred feet above the water, and the jagged ice peaks add another two hundred feet above that. The Ice Hunter village is a collection of snow shelters and tents sitting at
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Oyaviggaton Arauthator’s iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears roughly triangular, with rounded corners. The plateau portion of
the iceberg rises more than a hundred feet above the water, and the jagged ice peaks add another two hundred feet above that. The Ice Hunter village is a collection of snow shelters and tents sitting at
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
mill: Ahead stands a sugar mill, a massive wooden shed with a pointed thatched roof. Smoke rises from its many chimneys, and the area is busy with workers sorting through piles of sugarcane.
An
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Oyaviggaton Arauthator’s iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears roughly triangular, with rounded corners. The plateau portion of
the iceberg rises more than a hundred feet above the water, and the jagged ice peaks add another two hundred feet above that. The Ice Hunter village is a collection of snow shelters and tents sitting at
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Oyaviggaton Arauthator’s iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears roughly triangular, with rounded corners. The plateau portion of
the iceberg rises more than a hundred feet above the water, and the jagged ice peaks add another two hundred feet above that. The Ice Hunter village is a collection of snow shelters and tents sitting at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The






