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Returning 35 results for 'continuous wind rating'.
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Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Monsters
Strixhaven: A Curriculum of Chaos
will: minor illusion
2/day each: fog cloud, gust of wind, mage armorProfessors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these
teachers channel the elements of wind, flame, and lightning to accompany them. Their magic is fast and beautiful, which becomes swift death in battle, mesmerizing in its energetic flow. Devastating
Monsters
Princes of the Apocalypse
grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
-Bin isn’t, Aerisi can take lair actions and has a challenge rating of 9. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level
Monsters
The Wild Beyond the Witchlight
dead.”
Combat Notes
Elkhorn’s challenge rating is based on him using Feint to improve his rather weak sword attack. Having been trained in his youth to fight ogres and trolls, he&rsquo
","rollType":"roll","rollAction":"Feint"} damage of the weapon’s type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
Monsters
Waterdeep: Dungeon of the Mad Mage
each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into
dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
Monsters
Fizban's Treasury of Dragons
caution to the wind when in pursuit of new items for my hoard.
3
No matter how old I get, I always delight in harmless pranks and tricks.
4
I’ve always been mature for my age, and I can
Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative
Monsters
Fizban's Treasury of Dragons
been known to throw caution to the wind when in pursuit of new items for my hoard.
3
No matter how old I get, I always delight in harmless pranks and tricks.
4
I’ve always been mature
magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it’s
Wind Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
: Phantasmal Dweomer (1/Day). After being in continuous physical contact with a Tiny nonmagical object for 1 minute, the creature can imbue the object with one of the following magical properties (choose one
sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
The magical property lasts for 24 hours.
Sounds of Work. Whenever the creature casts a spell or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
: Phantasmal Dweomer (1/Day). After being in continuous physical contact with a Tiny nonmagical object for 1 minute, the creature can imbue the object with one of the following magical properties (choose one
sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
The magical property lasts for 24 hours.
Sounds of Work. Whenever the creature casts a spell or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Censer of Dreams Nafas beckons weary travelers along the staircase to the Censer of Dreams, a bastion of respite in the continuous expanse. The Censer of Dreams is Nafas’s lair. Regional effects for
comforts. The Censer of Dreams is a wonder of aeolian architecture shaped by a being of pure wind. Massive, shutterless windows line the bulbous fortress, allowing the djinni and other flying creatures
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Censer of Dreams Nafas beckons weary travelers along the staircase to the Censer of Dreams, a bastion of respite in the continuous expanse. The Censer of Dreams is Nafas’s lair. Regional effects for
comforts. The Censer of Dreams is a wonder of aeolian architecture shaped by a being of pure wind. Massive, shutterless windows line the bulbous fortress, allowing the djinni and other flying creatures
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
true menace to evildoers.” Flaw. “Retire? My goodness, no. I’ll retire when I’m dead.” Combat Notes Elkhorn’s challenge rating is based on him using Feint to improve his rather weak sword attack
before the end of his turn. If that attack hits, the target takes an extra 7 (2d6) damage of the weapon’s type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
true menace to evildoers.” Flaw. “Retire? My goodness, no. I’ll retire when I’m dead.” Combat Notes Elkhorn’s challenge rating is based on him using Feint to improve his rather weak sword attack
before the end of his turn. If that attack hits, the target takes an extra 7 (2d6) damage of the weapon’s type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
the surrounding land. The white plume that gives the mountain its name and fame is a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
the surrounding land. The white plume that gives the mountain its name and fame is a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: gust of wind, mage armor, silent image
Bonus Actions
Surge of Artistry (Recharge 4–6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of
each: gust of wind, silent image
1/day each: mage armor, water walk
Bonus Actions
Surge of Artistry (Recharge 4–6). The pledgemage moves up to its speed, surrounding itself with elemental magic as
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: gust of wind, mage armor, silent image
Bonus Actions
Surge of Artistry (Recharge 4–6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of
each: gust of wind, silent image
1/day each: mage armor, water walk
Bonus Actions
Surge of Artistry (Recharge 4–6). The pledgemage moves up to its speed, surrounding itself with elemental magic as
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Wailing Cavern The wailing wind that gusts intermittently through the mine rises to a continuous howl in this cavern. The elevator shaft in area H1 ends in this cavern’s ceiling, and the elevator cage might
mine, read the following text: The mine’s entrance leads into a large cavern supported by wooden beams. At the chamber’s center, a derelict wooden elevator rattles in the wind that rushes from the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Wailing Cavern The wailing wind that gusts intermittently through the mine rises to a continuous howl in this cavern. The elevator shaft in area H1 ends in this cavern’s ceiling, and the elevator cage might
mine, read the following text: The mine’s entrance leads into a large cavern supported by wooden beams. At the chamber’s center, a derelict wooden elevator rattles in the wind that rushes from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) bludgeoning damage if used with two hands. This damage is considered magical. He has a challenge rating of 13 (10,000 XP). Spellcasting. Zephyros casts one of the following spells, requiring no material
components and using Intelligence as the spellcasting ability (spell save DC 17, +11 to hit with spell attacks):
At will: message, prestidigitation, ray of frost
2/day each: gust of wind
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) bludgeoning damage if used with two hands. This damage is considered magical. He has a challenge rating of 13 (10,000 XP). Spellcasting. Zephyros casts one of the following spells, requiring no material
components and using Intelligence as the spellcasting ability (spell save DC 17, +11 to hit with spell attacks):
At will: message, prestidigitation, ray of frost
2/day each: gust of wind
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the
flying dagger is a Tiny construct with 7 (3d4) hit points and a challenge rating of 1/8 (25 XP). Each flying dagger deals 3 (1d4 + 1) piercing damage on a hit. Treasure. The chest contains a nice pair of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he’s encountered in his lair. Lair Actions On
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. Enervating Screams. Howls and screams fill