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Returning 35 results for 'center wind required'.
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Magic Items
Dungeon Master’s Guide
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
.
61–64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its
Monsters
Bigby Presents: Glory of the Giants
structures.Multiattack. The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.
Cloud Morningstar. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit
"} force damage plus 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Cloud Morningstar", "rollDamageType":"thunder"} thunder damage.
Wind Javelin. Ranged Weapon Attack: +18
Spells
Elemental Evil Player's Companion
Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60
feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
You can use your action to create a 15-foot cube of swirling wind centered on a point you can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind.
Gale. The giant creates a 60-foot-long
attacks, or it uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Lightning Sword"} to hit, reach 15 ft., one target. Hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tempest is always at the center of a storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Magic Items
Bigby Presents: Glory of the Giants
The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune.
While wearing this circlet, you take no damage from
required).
While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Dragonlance: Shadow of the Dragon Queen
successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A
strong wind disperses the cloud.
Spellcasting. Lohezet casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aren’t being worn or carried (no action required).
Flyby. The phoenix doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Illumination. The
the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
by the spell and to succeed on the required saving throw.Multiattack. The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.
Quarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
2/day each: fireball, fly, fog cloud, gust of wind, lightning boltHobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are
Magic Items
Curse of Strahd
Ravenloft kept and wore the holy symbol after Lugdana’s passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol has 10
bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
Monsters
Bigby Presents: Glory of the Giants
damage and has the prone condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud’s center point.
The cloud’s
area is heavily obscured. The cloud lingers until the start of the giant’s next turn or until a strong wind disperses it.Negate Spell (Requires Cloud Rune). When the giant sees a creature within 60
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
Effects
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of
Monsters
Quests from the Infinite Staircase
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
Spells
Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
":"lightning"} lightning damage.
Wind Javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and
Hobgoblin Devastator
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The hobgoblin is a 7th-level
wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf's
Elder Tempest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
attacks when it flies out of an enemy's reach.
Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
Living Storm. The tempest is always at the center of a
wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType":"thunder"} thunder damage. Each creature there must
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to
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
it takes damage.
With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly
cast gust of wind.
21-25
You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30
You cast stinking cloud.
31-33
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
, alternating its pitch with the force and direction of the wind.
A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.
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
, alternating its pitch with the force and direction of the wind.
A creature standing atop Howling Plateau can see the whole canyon, but not the surrounding lands.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Investiture of Wind 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, wind whirls around you, and you gain
can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Investiture of Wind 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, wind whirls around you, and you gain
can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Investiture of Wind 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, wind whirls around you, and you gain
can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Investiture of Wind 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, wind whirls around you, and you gain
can somehow prevent it. You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
not attending parties, he lives in Wildspace. His body magically produces air, allowing him to thrive in a vacuum and create powerful gusts of wind. Sheldon uses the wind to knock down foes and propel
damage.
Jetstream Breath (Recharge 5–6). Sheldon exhales a line of magical wind that is 60 feet long and 5 feet wide. Each creature in that area must make a DC 15 Strength saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
game begin!”
Once the announcement ends, the teams are required to move from the locker rooms onto the main field. When both teams meet Professor Sharpbeak at the center of the field, Professor
Sharpbeak snags the characters’ mascot, flies it to the southern end of the field, and places it there. She then flies the opposing team’s mascot to the field’s north end. Returning to the center of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
game begin!”
Once the announcement ends, the teams are required to move from the locker rooms onto the main field. When both teams meet Professor Sharpbeak at the center of the field, Professor
Sharpbeak snags the characters’ mascot, flies it to the southern end of the field, and places it there. She then flies the opposing team’s mascot to the field’s north end. Returning to the center of the
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
not attending parties, he lives in Wildspace. His body magically produces air, allowing him to thrive in a vacuum and create powerful gusts of wind. Sheldon uses the wind to knock down foes and propel
damage.
Jetstream Breath (Recharge 5–6). Sheldon exhales a line of magical wind that is 60 feet long and 5 feet wide. Each creature in that area must make a DC 15 Strength saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
roof and enclosed with unbreakable crystal windows. Labyrinth Funnel. The Labyrinth Funnel (the Wind Dukes’ gift) is a permanent cyclone in the center of the control chamber. The cyclone is a cylinder
tower hangs suspended in the eye of a perpetual storm, surrounded by a wall of tempestuous weather (equivalent to the effect of the wind wall spell) about 400 feet in diameter. Beyond that wall, the storm rages.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Mordentshire Perched atop a chalky cliff overlooking a quiet harbor, the small town of Mordentshire is the domain’s center of trade—and thus, a place that the well-to-do aristocratic families of the
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling