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Returning 35 results for 'complete whirlwind range'.
Monsters
Monster Manual
"}, range 120 feet. Hit: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Storm Bolt", "rollDamageType":"Thunder"} Thunder damage. If the target is a Large or smaller creature, it
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
Monsters
Monster Manual
.
Channel Negative Energy. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Channel Negative Energy"}, range 60 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4
":"1d20+9", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)Whirlwind of
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
At the end of every
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
Spells
Elemental Evil Player's Companion
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your
action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or
Monsters
Strixhaven: A Curriculum of Chaos
, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1);{"diceNotation":"1d12+1", "rollType":"damage", "rollAction":"Magic Flare", "rollDamageType":"force"} force damage.
Spellcasting. The student
the one year of basic curriculum that most students must complete before selecting their school. These beginner students are taught by faculty from all of Strixhaven’s colleges, learning
Monsters
Princes of the Apocalypse
whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead
+8","rollType":"to hit","rollAction":"Windvane"} to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Windvane
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"slashing"} slashing damage.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target
its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Magic Items
Tasha’s Cauldron of Everything
appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your
skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an
Magic Items
Tasha’s Cauldron of Everything
, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the
tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Whirlwind of Weapons","rollDamageType":"force"} force damage.Multiattack. Rak Tulkhesh makes four weapon attacks.
Spawned Melee Weapon. Melee Weapon
Monsters
The Wild Beyond the Witchlight
":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType":"piercing"} piercing damage.The statue is
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Monsters
Planescape: Adventures in the Multiverse
"} to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5", "rollType":"damage", "rollAction":"Bolt", "rollDamageType":"piercing"} piercing damage plus 13 (2d12);{"diceNotation
with an arsenal of deceptive magic, cuprilachs do whatever they must to complete their missions.
Rilmani
Rilmani protect the balance between the forces and philosophies of the multiverse. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage
welcome no new members into their ranks. When a recruit’s training is complete, they are tasked with conducting assassinations and spy missions.
GOBLINOIDS OF THE FEYWILD
The goblinoid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
Monsters
Spelljammer: Adventures in Space
"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (5d6 + 3);{"diceNotation":"5d6+3","rollType":"damage","rollAction":"Radiant Eruption","rollDamageType":"radiant"} radiant damage, and if the
spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand
Spells
Xanathar's Guide to Everything
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a
commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} radiant damage.
Sacred Fire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Sacred Fire"} to hit, range 120 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation
reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
Monsters
Infernal Machine Rebuild
unconscious while poisoned in this way.
Acidic Spittle. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Acidic Spittle"} to hit, range 30 ft., one target. Hit: 5 (1d6 + 2
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Acidic Spittle","rollDamageType":"acid"} acid damageResembling an impish version of Moloch (complete with small ruby eyes worth 100 gp each
Move Earth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly
Slow
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature
Create Undead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these
follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24
Animate Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control
spells
Choose a number of corpses, within range. You can reanimate up to 5 Challenge Rating 2 or lower Undead creatures from these corpses.
On each of your turns, you can take a Bonus Action to mentally
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Whirlwind 7th-level evocation Casting Time: 1 action Range: 300 feet Components: V, M (a piece of straw) Duration: Concentration, up to 1 minute A whirlwind howls down to a point that you can see on
the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Whirlwind 7th-level evocation Casting Time: 1 action Range: 300 feet Components: V, M (a piece of straw) Duration: Concentration, up to 1 minute A whirlwind howls down to a point that you can see on
the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any
spells
Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a
point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects
particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a
point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or
smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.
Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or
smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create