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Returning 32 results for 'deep been fireball'.
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
Monsters
Van Richten’s Guide to Ravenloft
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
","damageType":"necrotic"}) necrotic damage.Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests’ malevolent magic. Using this soul power, each priest can defy
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, appearing as a great fireball blazing through the night sky. Characters who investigate this celestial event find mind flayers skirmishing with githyanki warriors and a githyanki knight amid the wreckage
Coordinates Characters in search of a crucial secret at the circle find the sequence of star charts they need is damaged. The only place the charts still exist is in the Forsaken Deep (in this chapter), in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skills Athletics +5, Perception +6, Stealth +9
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Deep Speech, telepathy 60 ft.
Challenge 10
components:
At will: detect magic, detect thoughts, invisibility (self only)
2/day each: fear, fireball, fly
1/day each: cloudkill, etherealness
Magic Resistance. Mr. Dory has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
fireball spell (save DC 22) when a creature lands on the pit floor. The fireball is created using a 7th-level spell slot, engulfs all creatures in the pit, and deals 42 (12d6) fire damage on a failed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creature’s savage caw. At the same time, as the ancient deep crow swoops around or a character’s fireball spell catches the edge of the nest, more parchments might dislodge, revealing underlined passages
air becoming hot and heavy with the scent of sulfur. Glowing vents of magma fill a huge cavern with a dull red glow. From somewhere ahead, you hear a deep, echoing caw, sounding like the call of some
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
information from Dalakhar’s corpse if the right questions are asked: Dalakhar stole an artifact called the Stone of Golorr from the lair of a beholder known as Xanathar, in a dungeon deep below the city
time being. He was on his way to deliver it to them, planning to come back and reclaim it after he had eluded his pursuers. Then the fireball went off. The following information can be learned by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gear Breastplate
Senses Darkvision 120 ft.; Passive Perception 17
Languages Deep Speech, Undercommon; telepathy 120 ft.
CR 11 (XP 7,200; PB +4)
Traits
Magic Resistance. The mind flayer has
Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand (the hand is Invisible)
1/Day Each: Clairvoyance, Dimension Door, Fireball (level 5 version), Lightning Bolt (level 5 version), Plane Shift
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
A lit torch or its equivalent uses up air as a character does. Briefer but hotter magical effects consume 1 hour of air per die of fire damage per round. For example, a fireball spell that deals 8d6
filled with waist-deep water are difficult terrain for the characters. Once the water is over their heads, they have to swim.
Map 2.3: The Oozing Temple View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
annotation laments a lack of fresh subjects that is stalling her work. Treasure. Berlain’s spellbook rests atop the lectern. It contains all the spells she has prepared, plus fireball and modify memory
as experimental subjects. Berlain is an archmage, with these changes: Berlain is a chaotic evil aberration who speaks Common, Deep Speech, Grell, and Undercommon. She has the polymorph spell prepared
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. The
shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
patch that covers a 10-foot square. A patch of brown mold exposed to an effect that deals any amount of Cold damage is destroyed instantly. Fireball Fungus Deadly Hazard (Levels 5–10) A fireball
fireball fungus has AC 10, HP 6, and Immunity to Psychic damage. When it drops to 0 Hit Points, the fungus explodes as if a Fireball spell (save DC 15) had been centered on it. At Higher Levels. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of opalescent blue, owing to the missing components of the Infernal Machine of Lum the Mad wired into its workings. There are three such components, each a deep sapphire blue. Removing one component
into the altar. On a failed check to remove a missing component, these weapons cast a lightning bolt or a fireball at the character making the check (a 50 percent chance for either spell; save DC 16 for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, fireball, and meteor swarm, as the opportunity presents itself. See area 14 for information on the Runestone. 13b. Glaring Gargoyles This side cavern has an uneven floor and ceiling 50 feet high and is
blows up and out of this 300-foot-deep chasm. A magical effect created by Halaster, the wind is strong enough in the immediate vicinity of the chasm to snuff out torches and other open flames of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
missile spell could pass through the curtain to hit creatures on the far side of it, but the explosion from a fireball spell would not get through the barrier. A creature that passes through a watery
dispel magic spell (DC 17) is destroyed for good. 1c. Ichthyglug’s Cavern Music. Magical harp music fills this 30-foot-high cavern.
Pool. A 15-foot-deep freshwater pool is home to a marid and six
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today. Fomorian Deep Crawler Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of
Deep Crawler Huge Giant, Any Alignment
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
9 (−1)
WIS
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to be reminded of the simple yet devastating majesty of a fireball spell. Well, they don’t need to be reminded more than once. Nightmare Magic Your use of magic is always clean and precise. Still
hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)
5 Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his “dummy
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Deep Speech; telepathy 30 ft.
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot.
Tentacle Lash. Melee
spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At Will: Scorching Ray (level 5 version), Thaumaturgy
2/Day: Fireball (level 6 version)
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
down enemies, giving a dungeon’s inhabitants time to mount a defense or flee. The hidden pit is a classic example of this kind of trap. A 10-foot-deep pit usually deals little damage and is easy to
effects (an alchemical device that explodes like a fireball). The Deadly entry for characters of 17th level or higher suggests combining a 9th-level and a 5th-level spell into one effect. In this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-white ice, there is an endless landscape of deep-blue ice partially covered in snow. Strange arctic monsters prowl these fields of dark ice. Stranger still, a verdant land is rumored to exist beyond
penetrate the Bright Desert and extract its riches, but none have ever returned. Riftcanyon. Between the Bandit Kingdoms and the Shield Lands stretches a deep canyon, ten miles wide at the ends, thirty
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is 25 feet above ground level, with a crumbled 10-foot-high balcony (35 feet above ground level) and a 20-foot-deep pit (5 feet above ground level). Throughout Nangalore are inscriptions written in
garden. They ignore characters in boats, attack anyone in the water, and won’t climb up the stairs. The water flowing down the main concourse is only 1 foot deep, and the current isn’t particularly strong
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Viallis’s spellbook and contains the following spells: cone of cold, contact other plane, counterspell, darkness, detect magic, fear, fireball, greater invisibility, fly, ice storm, mage armor, magic
, and lore about the Outer Planes, half of which is written in Deep Speech. Interspersed among the older books are several newer journals written by Lord Viallis. Characters who spend a few minutes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
saving throw or fall prone. If the saving throw fails by more than 5, the character slips and falls 60 feet. The fall deals only 10 (3d6) bludgeoning damage because of the soft, deep mud below, but
cloudkill, catching the victim of Eye of Corruption. He uses fear to drive the characters away from him and, with luck, into the lingering cloudkill spell. Finally, he mixes fireball and his melee
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and
2nd level (3 slots): darkness, misty step, scorching ray (see “Actions” below)
3rd level (2 slots): animate dead, fireball
Actions
Multiattack. The master of souls attacks twice with its flail
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
noisy activity that attracts the attention of the Redbrands in area R2. Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than
distance to the south. You can make out several passages that open off the larger cavern, and what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
, preferably with his pet. D15: Frozen Corpses Most of this cave is filled with ice. Five human corpses are dimly visible, each frozen deep within an icy pillar. Each corpse has a weapon raised and wears a look
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K84. Catacombs Buried deep beneath the keep of Ravenloft lie ancient catacombs, with arched ceilings supported by wide, hollow columns that double as crypts. Cobwebs hang limp in the musty air. A
kind of vault deep in the Pillarstone of Ravenloft. Stones protrude from the shaft at regular intervals, offering handholds and footholds. The stones are slippery, however, so a character who tries to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser. At present the box contains 500 gp, a potion of mind control (frost giant) (see appendix A), and a potion of cloud giant
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
DC 14 Wisdom (Perception) check. The spellbook contains the following spells: cone of cold, control water, counterspell, detect magic, fireball, fly, greater invisibility, ice storm, mage armor
(Nature) check identifies the vegetation as native to the Underdark, and the haunches of animal meat as deep rothé — an ox-like creature raised for its meat by drow in the Underdark. J23. Gunslingers’ Hold
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
marble lead up to an area where the floor is of deep red polished stone, Between two pillars of polished obsidian sits a massive throne made of jet and black-and-white-banded onyx, the whole inlaid with
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eyes and deep red hair tied in braids calls out a greeting as she approaches the caravan. “Welcome, guests and friends of Clan Dhargun and Clan Thunderwind! Horn Enclave is at your disposal for the
and casts either a green-flamed fireball or a blue lightning bolt at random. Two Dry Cloaks also carries a scroll tube with three spell scrolls: prayer of healing, silence, and stone shape. Lady and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. It occasionally bathes in the murky pool and also hides its treasure there. Treasure. The water in the pool is 8 feet deep and opaque. At the bottom of the pool, amid the bones of fairies and
contains the following spells: charm person, cone of cold, counterspell, darkvision, detect magic, fireball, fly, greater invisibility, ice storm, knock, mage armor, magic missile, misty step, polymorph






