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                        Returning 35 results for 'carried foot'.
                    
                
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     worn or carried, it starts burning.FireIgnited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
                                                
                                            
                                                
                                                    Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
                                                
                                            
                                                
                                                    "} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
                                                
                                            
                                                
                                                     the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
                                                
                                            
                                                
                                                     that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
                                                
                                            
                                                
                                                     arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a
                                                
                                            
                                                
                                                     Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something
                                                
                                            
                                                
                                                    For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque
                                                
                                            
                                                
                                                    For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw
                                                
                                            
                                                
                                                    .
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
                                                
                                            
                                                
                                                     creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one
                                                
                                            
                                                
                                                    .
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     produces 1 gallon of water.
Fountain. The decanter produces 5 gallons of water.
Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you&rsquo
                                                
                                            
                                                
                                                     damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Thunderous Bellow"}. Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12);{"diceNotation":"12d12
                                                
                                            
                                                
                                                     of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
                                                
                                            
                                                
                                                     half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
                                                
                                            
                                                
                                                    You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
                                                
                                            
                                                
                                                     Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
                                                
                                            
                                                
                                                    ’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
Poison Immunity
                                                
                                            
                                                
                                                     minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area
                                                
                                            
                                                
                                                     damage on a successful one. The explosion ignites flammable objects that aren’t being worn or carried, and it destroys the scorchbringer.Light Hammer. Melee or Ranged Weapon Attack: +4
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation
                                                
                                            
                                                
                                                     in the area that aren’t being worn or carried.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Boggle Oil (3 Applications). Squirt expends 1 application of boggle oil to create a 10-foot-square puddle of slippery, non-flammable oil on the ground within 5 feet of it. The puddle
                                                
                                            
                                                
                                                     was carried to the Feywild by dwarves hoping to harvest boggle oil. Though the expedition was a success, the dwarves were put to sleep by pixie magic. During a celebration that erupted around them, an
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    "} fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
Form
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Heated Body","rollDamageType":"fire"} fire damage.
Illumination. The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.Slam. Melee Weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 15-foot cone
                                                
                                            
                                                
                                                    . Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 30-foot cone
                                                
                                            
                                                
                                                    . Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     in the aura that aren’t being worn or carried ignite. A creature also takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage from
                                                
                                            
                                                
                                                     inch without squeezing if fire could pass through that space.
Illumination. Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet.Multiattack. Maegera makes three
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     action, you can touch a nonmagical object that isn’t being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger
                                                
                                            
                                                
                                                     than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a
                                                
                                            
                                                
                                                     ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    ","rollDamageType":"fire"} fire damage, and flammable objects in that aura that aren’t being worn or carried ignite. A creature that touches the tlexolotl or hits it with a melee attack while within 5 feet of
                                                
                                            
                                                
                                                     it takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage.
Illumination. The tlexolotl sheds bright light in a 30-foot radius and
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ’t being worn or carried ignite. A creature also takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage if it touches Imix or hits
                                                
                                            
                                                
                                                     through that space.
Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     itself on a success.
Dissolving Web (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dissolving Web"}. The quavilithku expels acid-drenched webs in a 90-foot cone. Each creature
                                                
                                            
                                                
                                                     save or half as much damage on a successful one. Nonmagical objects in the area that aren’t being worn or carried take 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    "}. Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 45 (7d12);{"diceNotation":"7d12","rollType
                                                
                                            
                                                
                                                    ;t being worn or carried take the damage and are pushed as if they were creatures that failed the saving throw.
Spellcasting. Velomachus casts one of the following spells, requiring no material
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
                                                
                                            
                                        






