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                        Returning 35 results for 'conjured fire'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Conjured Dragon's Breath", "rollDamageType":"Fire"} Fire damage plus 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Conjured
                                                
                                            
                                                
                                                    ":"5d6", "rollType":"damage", "rollAction":"Draconic Strike", "rollDamageType":"Fire"} Fire damage, and the target has the Frightened condition until the start of the githyankiâs next turn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fiery Strikes","rollDamageType":"fire"} fire damage.Elemental myrmidons are Elementals conjured and bound by magic into
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
                                                
                                            
                                                
                                                     poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatantâs turn.Multiattack. The priest uses Fire Ray twice.
Fire Ray. Ranged Spell
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world
                                                
                                            
                                                
                                                     replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skullâs forehead
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied
                                                
                                            
                                                
                                                     flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skullâs forehead.
5
Priest of
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    .
But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd
                                                
                                            
                                                
                                                    . The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     that led to the Amber Temple and his fall into vampirism.
But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up
                                                
                                            
                                                
                                                    , but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skullâs forehead.
5
Priest of Osybus
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby
                                                
                                            
                                                
                                                     priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count
                                                
                                            
                                                
                                                     its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes
                                                
                                            
                                        
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the
                                                
                                            
                                                
                                                     spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     spoiling for a fight. The fires in the forges are conjured from the Elemental Plane of Fire. A stone lever built into each forge closes a valve in the back of it, extinguishing the flames. Any creature that enters a lit forge or starts its turn in one takes 55 (10d10) fire damage.
                                                
                                            
                                                
                                                     Dungeon Masterâs Guide). 12a. Hell Hounds Ceiling. This hall has an arched, 30-foot-high ceiling.
 Hounds. Five hell hounds patrol the hall. They obey the commands of fire giants and attack intruders on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
                                                
                                            
                                                
                                                     webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
                                                
                                            
                                                
                                                     webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
                                                
                                            
                                                
                                                    , and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
                                                
                                            
                                                
                                                    Magmin Reckless Elemental Arsonist Habitat: Planar (Elemental Plane of Fire); Treasure: None Hinchel Or  Magmins divide all things into two categories: things that are on fire and things that should
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
                                                
                                            
                                                
                                                    , and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    ) Slashing damage plus 17 (5d6) Fire damage, and the target has the Frightened condition until the start of the githyankiâs next turn.
 Conjured Dragonâs Breath (Recharge 5â6). Dexterity Saving Throw
                                                
                                            
                                                
                                                    : DC 18, each creature in a 90-foot Cone. Failure: 27 (6d8) Fire damage plus 27 (6d8) Force damage. Success: Half damage.
 Spellcasting. The githyanki casts one of the following spells, requiring no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Elementals Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be
                                                
                                            
                                                
                                                     spirits have no society or culture, and little sense of being. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Modifications At your discretion, a spell can be modified cosmetically to enhance the corrupting nature of Avernus. Here are some examples: Bigbyâs Hand. The conjured hand is a fiendish claw. Find
                                                
                                            
                                                
                                                    , disappearing when the destination is reached or the spell ends. Fog Cloud. Moaning faces appear and fade in the yellow fog that smells like sulfur. Hellish Rebuke. The cackling of imps accompanies the fire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
                                                
                                            
                                                
                                                     
  Wis  14  +2  +2 
  Cha  9  â1  â1 
   
 Skills Perception +5, Stealth +5
 Resistances Cold, Fire, Lightning
 Immunities Poison; Poisoned
 Senses Blindsight 30 ft., Darkvision 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Elemental Myrmidons Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
                                                
                                            
                                                
                                                     22 (4d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
  Fire Elemental Myrmidon Fire Elemental Myrmidon
 Medium Elemental, Typically Neutral
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
                                                
                                            
                                                
                                                     myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
  Fire Elemental
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
                                                
                                            
                                                
                                                     16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
 
 Fire Elemental Myrmidon
 Medium elemental, neutral
 Armor Class 18 (plate)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    )
 CON
 24 (+7)
 INT
 9 (â1)
 WIS
 16 (+3)
 CHA
 10 (+0)
 
 Saving Throws Wis +10, Cha +7
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
                                                
                                            
                                                
                                                    )
 INT
 15 (+2)
 WIS
 21 (+5)
 CHA
 18 (+4)
 
 Saving Throws Wis +12, Cha +11
 Skills Perception +12
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the
                                                
                                            
                                                
                                                     retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skullâs forehead. 
   5  Spectral. The priest now appears
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     block of a conjured creature determines the nature of the creatureâs damage, unless the spell says otherwise. Can conjure animals summon a swarm? No. Conjure animals summons individual creatures, and
                                                
                                            
                                                
                                                     swarms are groups of creatures. When you cast a spell like conjure woodland beings , does the spellcaster or the DM choose the creatures that are conjured? A number of spells in the game let you summon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isnât knocked prone. Objects that block the sphere, such as a conjured wall
                                                
                                            
                                                
                                                     must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The flame is then extinguished. 3 Weakening gas fills the room. All
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . A powerful Harper wizard named Krowen Valharrow (CG male Turami human archmage with a robe of useful items and a staff of fire) also resides in the tower, along with dozens of domesticated tressym
                                                
                                            
                                                
                                                     fire primordial known as Maegera the Dawn Titan. For more information on Gauntlgrym and its inhabitants, see the Sword Coast Adventurerâs Guide and the adventure Out of the Abyss. Suggested Encounter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     cult fanatics, Pig Wheat, Ram Sugar, and Sheep Sweet Corn. If anyone other than Stonky tampers with the telescope or the steering wheel, three lightning golems are conjured to appear next to the dais
                                                
                                            
                                                
                                                     bludgeoning damage with their slam attacks, and they lack the Aversion to Fire trait. The golems canât leave the observatory. Lever. Stonky has placed a glyph of warding spell on the red ruby atop the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     creature is magically transformed into an animated, doll-like effigy of itself made of wood. The creatureâs statistics are the same, except that it is a Construct with vulnerability to fire damage, and it
                                                
                                            
                                                
                                                     thereâs no way for the user to know what creature will appear. The creature summoned by a jewel depends on the jewelâs color, as noted in the Conjured Fey table. The jewel vanishes when the creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    .
 
  Ed Kwong   
 D4: Giant Camp Heaps of frost-covered furs surround a large cooking fire in this wide alcove. Two hulking, blue-skinned giants tend to the fire and tidy the campsite.
 There is
                                                
                                            
                                                
                                                     nearby. The wand also conjured the Rhinoceros; Luskar has named the beast Grom and is training it to fight alongside him. Luskar isnât expecting intruders. If the characters make themselves known, he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Motherhorn if it means her sibling is safe from the hagâs wickedness.
 Alignment. Chaotic good.
 Personality Trait. âI like to play with fire. Iâm confident and take risks, even when the odds are
                                                
                                            
                                                
                                                    . âIâm quick to lose my temper.â
    Kettlesteam the Kenku 
 CHAPTER 1: WITCHLIGHT CARNIVAL
 Kettlesteam delights in causing trouble at the carnival. She uses a combination of mimicry and conjured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     Motherhorn if it means her sibling is safe from the hagâs wickedness.
 Alignment. Chaotic good.
 Personality Trait. âI like to play with fire. Iâm confident and take risks, even when the odds are stacked
                                                
                                            
                                                
                                                     quick to lose my temper.â
    Kettlesteam the Kenku 
 CHAPTER 1: WITCHLIGHT CARNIVAL
 Kettlesteam delights in causing trouble at the carnival. She uses a combination of mimicry and conjured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     magic, detect thoughts, fire shield, fly, globe of invulnerability, ice storm, identify, knock, legend lore, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, plane
                                                
                                            
                                                
                                                     is convinced that the characters were conjured by this entity to harm her, so she attacks them. She casts cone of cold or lightning bolt every round on her turn for as long as she is able to do so. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
                                                
                                            
                                                
                                                    , the liquid is now unpleasantly odorous and boiling. Any creature that starts its turn in the water takes 36 (8d8) fire damage. A creature that drinks the water must succeed on a DC 15 Constitution
                                                
                                            
                                        






