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Returning 35 results for 'bottom blast diffusing core ranging'.
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Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
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
Mordenkainen Presents: Monsters of the Multiverse
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
, or it can be normal water (ranging in clarity from murky to clear).
If the morkoth dies, these regional effects end immediately.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Strider Airship has the following crew stations. Arcane Launcher (4) Medium Object Armor Class: 17 Hit Points: 30
Energy Blast (Requires Elemental Core
). Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Strider Airship has the following crew stations. Arcane Launcher (4) Medium Object Armor Class: 17 Hit Points: 30
Energy Blast (Requires Elemental Core
). Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Strider Airship has the following crew stations. Arcane Launcher (4) Medium Object Armor Class: 17 Hit Points: 30
Energy Blast (Requires Elemental Core
). Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Air Cruiser has the following crew stations. Lightning Turret (6) Medium Object Armor Class: 17 Hit Points: 50
Lightning Blast (Requires Elemental
Core). Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Air Cruiser has the following crew stations. Lightning Turret (6) Medium Object Armor Class: 17 Hit Points: 50
Lightning Blast (Requires Elemental
Core). Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Air Cruiser has the following crew stations. Lightning Turret (6) Medium Object Armor Class: 17 Hit Points: 50
Lightning Blast (Requires Elemental
Core). Ranged Attack Roll: +9, range 80/320 ft. Hit: 22 (4d10) Lightning damage.
This turret swivels to shoot lightning blasts and can accommodate up to one Medium creature. A creature inside the
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
froze partway through its blast. The castle now hangs in midair, its chambers, laboratories, and crypts suspended in disjointed sections. Magic woven into the fortress’s stones attempts to heal the
shattered castle, causing new halls and rambling stairs to form between fractured floors. These surreal ruins can’t conceal the magical radiance hanging at the castle’s core—a vestige of the magical force
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
froze partway through its blast. The castle now hangs in midair, its chambers, laboratories, and crypts suspended in disjointed sections. Magic woven into the fortress’s stones attempts to heal the
shattered castle, causing new halls and rambling stairs to form between fractured floors. These surreal ruins can’t conceal the magical radiance hanging at the castle’s core—a vestige of the magical force
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
froze partway through its blast. The castle now hangs in midair, its chambers, laboratories, and crypts suspended in disjointed sections. Magic woven into the fortress’s stones attempts to heal the
shattered castle, causing new halls and rambling stairs to form between fractured floors. These surreal ruins can’t conceal the magical radiance hanging at the castle’s core—a vestige of the magical force
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack.
Underground River. A river flows along the right and bottom
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually
The body of a servant or an ancestor. 3 The core of a dracolich’s melted hoard. 4 A corrupted dragon egg. 5 A dragon horn a hero took as a trophy. 6 A nation’s royal or religious treasure. 7 A powerful
Compendium
- Sources->Dungeons & Dragons->Monster Manual
legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually
The body of a servant or an ancestor. 3 The core of a dracolich’s melted hoard. 4 A corrupted dragon egg. 5 A dragon horn a hero took as a trophy. 6 A nation’s royal or religious treasure. 7 A powerful
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually
The body of a servant or an ancestor. 3 The core of a dracolich’s melted hoard. 4 A corrupted dragon egg. 5 A dragon horn a hero took as a trophy. 6 A nation’s royal or religious treasure. 7 A powerful
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
bellows that fed the furnace.
Flameskull
The channel’s bottom is 5 feet below floor level, and no ability check is required to scramble in or out. Characters in the channel can follow it out of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
bellows that fed the furnace.
Flameskull
The channel’s bottom is 5 feet below floor level, and no ability check is required to scramble in or out. Characters in the channel can follow it out of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
bellows that fed the furnace.
Flameskull
The channel’s bottom is 5 feet below floor level, and no ability check is required to scramble in or out. Characters in the channel can follow it out of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard’s tail and
incarnation makes two Vine attacks and uses Radiant Blast. It can replace one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9, reach 20 ft
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard’s tail and
incarnation makes two Vine attacks and uses Radiant Blast. It can replace one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9, reach 20 ft






