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Returning 35 results for 'distant immune are burning'.
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distant immense are bring
distance immune are burning
distant immune are bring
Monsters
Tales from the Yawning Portal
Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight
): fire bolt, mage hand, poison spray, prestidigitation, ray of frost
1st level (6 slots): burning hands, shield, sleep
2nd level (3 slots): invisibility, scorching rayMultiattack. Kaarghaz makes three
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form.
Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical
half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire
Monsters
Mythic Odysseys of Theros
fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Magic
thereafter, the burning target repeats the saving throw. It takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Flames of Akros","rollDamageType":"fire"} fire damage on a failed save, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical
burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with
Monsters
Van Richten’s Guide to Ravenloft
effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Isolde’s Fiendish Charm for the next 24 hours.Isolde was a holy
comfort to Isolde and quelled her thirst for vengeance.
Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured
Monsters
Curse of Strahd
. Vladimir is immune to effects that turn undead.
Vengeful Tracker. Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on
Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war
Monsters
Waterdeep: Dungeon of the Mad Mage
Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If Keresta fails a saving throw, she
bats are plentiful. In areas where they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness.
If
Monsters
Princes of the Apocalypse
in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Magic Items
Basic Rules (2014)
elemental while attuned to the ring, you gain access to the following additional properties:
You are immune to fire damage.
You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Hellfire Engine
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form.
Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical
the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Backgrounds
Guildmasters’ Guide to Ravnica
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
;AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)
6
Tradition. The Old Ways must be preserved and upheld. (Any)
Bonds
d6
Bond
1
Ring of Elemental Command
Legacy
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Magic Items
Basic Rules (2014)
ring, you gain access to the following additional properties:
You are immune to fire damage.
You can cast the following spells from the ring, expending the necessary number of charges: burning
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
booty through the clerics, who shipped the goods to distant temples where they could be sold without being recognized as stolen merchandise. The Abbey Isle clerics often cheated the pirates on these
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Burning Hills Use this event only if the fire node is still active. The characters find themselves — and perhaps a settlement they care about — in the path of three fire elementals and five smoke
fire’s area, and 100 feet ahead of it, lightly obscured. A creature that enters the fire for the first time on a turn or starts its turn there takes 1d10 fire damage. If the creature isn’t immune to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
against the evil god. Characters who cross the threshold appear in the unreality described in the “Torment of Kas” section. E2b. Hazy scenes of civil unrest—peasants rioting, buildings burning, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Summer Eladrin When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to
, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
120 ft., passive Perception 10
Languages understands Infernal but can’t speak
Challenge 16 (15,000 XP) Proficiency Bonus +5
Immutable Form. The hellfire engine is immune to any spell or effect
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hellfire engine is immune to any spell or effect that would alter its form.
Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects.
Actions
in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
level stated in the effect). A creature on which a region’s effect is dispelled is immune to the effect for 1 minute. The two paths are free of magical effects. If characters veer off the paths
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rush into the corridor, hopefully burning the idiot who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn
immune to being charmed, frightened, and paralyzed. (The copper band is worthless as a treasure, for the magic is keyed to this crab.) It has an improved claw attack: Claw. Melee Weapon Attack: +9 to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
listed for your Druid level and lower prepared. Arid Land Druid Level Circle Spells 3 Blur, Burning Hands, Fire Bolt 5 Fireball 7 Blight 9 Wall of Stone Polar Land Druid Level Circle Spells 3
spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragonbait Dragonbait is a champion of good and a saurial — a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no
is immune to disease.
Magic Resistance Aura. While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of
charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire damage. You can cast the following spells from the ring, expending the necessary number of
charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Efreeti Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Magic Weapons. The colossus’s
thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.
(ZACK STELLA)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
resist the trap or to stop dancing is successful, the creature is immune to the haunted trap for the next 24 hours. While the phantom performer plays, any creature within the haunted trap’s area can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting
charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
burning river. Skill Proficiencies: Athletics, Deception Tool Proficiencies: Vehicles (water) Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with
stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here. 4 River of Shadows. Your riverboat accidentally slipped through the veil into the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he
spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas






