Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'burn both diffusing comfort ray'.
Other Suggestions:
bard both diffusing comfort ray
been both diffusing comfort ray
born both diffusing comfort ray
bard both diffusing comforts ray
been both diffusing consort ray
Monsters
Van Richten’s Guide to Ravenloft
two melee attacks or uses its Fire Ray twice.
Nepenthe. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Nepenthe"} to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7
","rollDamageType":"slashing"} slashing damage if used with two hands to make a melee attack. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage.
Fire Ray. Ranged Spell
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort.
Treasure Talis keeps a
mail within it. The armor’s light also shines on the chest’s 4,000 gp and a spell scroll of scorching ray. The two veterans carry 20 gp each, and Kusphia carries a symbol of the cult worked in silver worth 40 gp.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort.
Treasure Talis keeps a
mail within it. The armor’s light also shines on the chest’s 4,000 gp and a spell scroll of scorching ray. The two veterans carry 20 gp each, and Kusphia carries a symbol of the cult worked in silver worth 40 gp.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort.
Treasure Talis keeps a
mail within it. The armor’s light also shines on the chest’s 4,000 gp and a spell scroll of scorching ray. The two veterans carry 20 gp each, and Kusphia carries a symbol of the cult worked in silver worth 40 gp.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort. Treasure Talis keeps a
mail within it. The armor’s light also shines on the chest’s 4,000 gp and a spell scroll of scorching ray. The two veterans carry 20 gp each, and Kusphia carries a symbol of the cult worked in silver worth 40 gp.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort. Treasure Talis keeps a
mail within it. The armor’s light also shines on the chest’s 4,000 gp and a spell scroll of scorching ray. The two veterans carry 20 gp each, and Kusphia carries a symbol of the cult worked in silver worth 40 gp.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort. Treasure Talis keeps a
mail within it. The armor’s light also shines on the chest’s 4,000 gp and a spell scroll of scorching ray. The two veterans carry 20 gp each, and Kusphia carries a symbol of the cult worked in silver worth 40 gp.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
, repeated uses over time against the same target tend to wear down a creature’s will, creating a docile servant. Paralyzing Ray Outside combat, the paralyzing ray is most often used to restrain a fleeing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
, repeated uses over time against the same target tend to wear down a creature’s will, creating a docile servant. Paralyzing Ray Outside combat, the paralyzing ray is most often used to restrain a fleeing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
, repeated uses over time against the same target tend to wear down a creature’s will, creating a docile servant. Paralyzing Ray Outside combat, the paralyzing ray is most often used to restrain a fleeing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
liking, whole lands might burn. Adult Red Dragon Huge Dragon (Chromatic), Chaotic Evil
AC 19 Initiative +12 (22)
HP 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Ability Score Mod
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Monster Manual
liking, whole lands might burn. Adult Red Dragon Huge Dragon (Chromatic), Chaotic Evil
AC 19 Initiative +12 (22)
HP 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Ability Score Mod
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Monster Manual
liking, whole lands might burn. Adult Red Dragon Huge Dragon (Chromatic), Chaotic Evil
AC 19 Initiative +12 (22)
HP 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Ability Score Mod
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cemetery are covered in white wildflowers and marked with simple wooden slabs. If the characters lay the talisman on Brastos’s grave, bury it in the soil over the grave, or burn it atop the grave, the wind
earlier dreams. As you sail closer, the darkness breaks, and a dazzling ray of sunlight shines down over the island. A gentle plume of white smoke rises up from the island as the darkness is driven away
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cemetery are covered in white wildflowers and marked with simple wooden slabs. If the characters lay the talisman on Brastos’s grave, bury it in the soil over the grave, or burn it atop the grave, the wind
earlier dreams. As you sail closer, the darkness breaks, and a dazzling ray of sunlight shines down over the island. A gentle plume of white smoke rises up from the island as the darkness is driven away
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cemetery are covered in white wildflowers and marked with simple wooden slabs. If the characters lay the talisman on Brastos’s grave, bury it in the soil over the grave, or burn it atop the grave, the wind
earlier dreams. As you sail closer, the darkness breaks, and a dazzling ray of sunlight shines down over the island. A gentle plume of white smoke rises up from the island as the darkness is driven away
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball
Actions
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball
Actions
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball
Actions
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions” below), shield
2nd level (2 slots): darkness, misty step
Actions
Multiattack. The
has disadvantage on all saving throws until the end of the skull lasher’s next turn.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +5 to hit, range 60 ft., one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions” below), shield
2nd level (2 slots): darkness, misty step
Actions
Multiattack. The
has disadvantage on all saving throws until the end of the skull lasher’s next turn.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +5 to hit, range 60 ft., one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions” below), shield
2nd level (2 slots): darkness, misty step
Actions
Multiattack. The
has disadvantage on all saving throws until the end of the skull lasher’s next turn.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +5 to hit, range 60 ft., one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
information. The iron sphere is hollow and immobile, and it remains inert while the drape covers it. Belchorzh can use its telekinetic eye ray to remove the drape at any time, revealing the sphere and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to
spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
information. The iron sphere is hollow and immobile, and it remains inert while the drape covers it. Belchorzh can use its telekinetic eye ray to remove the drape at any time, revealing the sphere and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
information. The iron sphere is hollow and immobile, and it remains inert while the drape covers it. Belchorzh can use its telekinetic eye ray to remove the drape at any time, revealing the sphere and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to
spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to
spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
svirfneblin approaches cautiously. She introduces herself as Ecklash the Burrow Warden, the faction’s leader. Ecklash has a large burn across her cheek from a close call with the red dragon Grisdelfawr
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
svirfneblin approaches cautiously. She introduces herself as Ecklash the Burrow Warden, the faction’s leader. Ecklash has a large burn across her cheek from a close call with the red dragon Grisdelfawr
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
svirfneblin approaches cautiously. She introduces herself as Ecklash the Burrow Warden, the faction’s leader. Ecklash has a large burn across her cheek from a close call with the red dragon Grisdelfawr
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her
, drink, or sleep.
Actions
Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage.
Blizzard Veil. Auril creates a






