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Returning 35 results for 'contact rolling ground to have requires'.
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Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Magic Items
Dungeon Master’s Guide
against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage
, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution
Monsters
Monster Manual
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach
Hand, Prestidigitation 1/Day Each: Contact Other Plane, Detect Thoughts, Dimension Door, Mind BlankCounterspell. The arcanaloth casts Counterspell in response to that spell’s trigger, using the
Spells
Player’s Handbook
. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
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
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
Magic Items
Dungeon Master’s Guide
(coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
1d100
Patch
01–08
Bag of
)
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
Magic Items
Dungeon Master’s Guide
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Plane by the ancient hero whose
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
.
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
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Monsters
Storm King's Thunder
.
Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6);{"diceNotation
":"3d10+6","rollType":"damage","rollAction":"Rolling Rock","rollDamageType":"bludgeoning"} bludgeoning damage and falling prone on a failed save.Rock Catching. If a rock or similar object is hurled at
Monsters
Eberron: Rising from the Last War
","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the
ground and through openings. The fog lasts for 10 minutes or until the living spell’s concentration ends (as if concentrating on a spell).PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with
sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s survival skills.
Sometimes a xenomancer’s
Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
":"bludgeoning"} bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.
The rocks turn the ground in that area into difficult terrain until the start of
Magic Items
Storm King's Thunder
into contact with the ground, the castle lands gently.
The castle, if it is moving, comes to a gradual stop.
The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly
A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to
Equipment
lamprey can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
Spells
Elemental Evil Player's Companion
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving
throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s concentration is broken.
The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature
one Spit Rock attack. It can use this option only if it is retracted in its shell.When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it
roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.
This new body, armored in tough bark and bearing a gnarled club and shield, is
Monsters
Bigby Presents: Glory of the Giants
target. Metal objects in that area glow red-hot until the start of the giant’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 19 Constitution
"}; on a roll of 3 or lower, the giant has no more rocks to throw.
Magma Wave (Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must
Magic Items
Storm King's Thunder
properties, which work only while it’s on your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance
there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen
Monsters
Baldur’s Gate: Descent into Avernus
. Although small, redcaps have formidable strength.
In the Feywild, or in places where that plane touches another plane at a fey crossing, one or more redcaps might appear where fresh blood soaks the ground
been. A redcap’s desire to slay is rooted in its will to survive.
VARIANT: MADCAPS
A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the
Magic Items
Keys from the Golden Vault
of existence. The painting can’t telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).
Guardian
the painting knows and what it doesn’t.
While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane
Spells
Elemental Evil Player's Companion
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The
ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Monsters
Spelljammer: Adventures in Space
first spelljamming helm;spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of
requires the clown’s concentration (as if concentrating on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown’s illusory form can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the
Monsters
Storm King's Thunder
home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She earned her nickname from her habit of gnawing on old kills, and is often seen
effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and