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Returning 35 results for 'each tremor'.
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each tremors
Spells
Elemental Evil Player's Companion
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
Spells
Player’s Handbook
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
. 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
Monsters
Princes of the Apocalypse
tremor,* expeditious retreat, shield
2nd level (3 slots): shatter, spider climb
3rd level (2 slots): slowMultiattack. The priest makes two melee attacks.
Glaive. Melee Weapon Attack: +4
Empyrean
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Earthquake
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a seismic disturbance at 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
that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning
Monsters
Princes of the Apocalypse
, and the affected creature can’t benefit from being invisible.
Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other
damage for every 5 feet it moves there. Creatures that are knocked prone in the area also take this damage.
A violent tremor shakes the lair in a 120-foot-radius around Ogrémoch. Each creature
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
one.
A tremor shakes the lair in a 60-foot radius around the dracolich. Each creature other than the dracolich on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked
Ancient Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
throw, taking 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Magma Geyser","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
A tremor
Adult Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Magma Geyser","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
A tremor shakes the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bard Spells Cantrips (0 Level) Thunderclap
(evocation)
1st Level Earth tremor
(evocation)
2nd Level Pyrotechnics
(transmutation)
Skywrite
(transmutation, ritual)
Warding wind
(evocation)
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bard Spells Cantrips (0 Level) Thunderclap
(evocation)
1st Level Earth tremor
(evocation)
2nd Level Pyrotechnics
(transmutation)
Skywrite
(transmutation, ritual)
Warding wind
(evocation)
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters ask about Leandro Sedhar, a guard directs them to a local inn called the Giant’s Skull, where Leandro is known to spend much of his time. Tremor As soon as the characters enter the town
, whoever is carrying the shard of Xeluan feels it drawn downward, as if attracted to something underground. Simultaneously, a small tremor ripples through the town, shaking dust from buildings but
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters ask about Leandro Sedhar, a guard directs them to a local inn called the Giant’s Skull, where Leandro is known to spend much of his time. Tremor As soon as the characters enter the town
, whoever is carrying the shard of Xeluan feels it drawn downward, as if attracted to something underground. Simultaneously, a small tremor ripples through the town, shaking dust from buildings but
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters ask about Leandro Sedhar, a guard directs them to a local inn called the Giant’s Skull, where Leandro is known to spend much of his time. Tremor As soon as the characters enter the town
, whoever is carrying the shard of Xeluan feels it drawn downward, as if attracted to something underground. Simultaneously, a small tremor ripples through the town, shaking dust from buildings but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
begins shaking. The tremor is strong enough to start small slides of pebbles from the hillsides and cause shrubs and brush to wave from side to side, but then it subsides. A moment later, horrible insect
attack the characters, but the local evil influence of the cult makes events such as the tremor and the ankheg attack almost commonplace in the Dessarin Valley.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bard Spells Cantrips (0 Level) Thunderclap
(evocation)
1st Level Earth tremor
(evocation)
2nd Level Pyrotechnics
(transmutation)
Skywrite
(transmutation, ritual)
Warding wind
(evocation)
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bard Spells Cantrips (0 Level) Thunderclap
(evocation)
1st Level Earth tremor
(evocation)
2nd Level Pyrotechnics
(transmutation)
Skywrite
(transmutation, ritual)
Warding wind
(evocation)
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
begins shaking. The tremor is strong enough to start small slides of pebbles from the hillsides and cause shrubs and brush to wave from side to side, but then it subsides. A moment later, horrible insect
attack the characters, but the local evil influence of the cult makes events such as the tremor and the ankheg attack almost commonplace in the Dessarin Valley.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X41. Fissure An earth tremor split the rock between areas X40 and X42, creating two natural openings that are virtually side by side. The openings are 3 feet wide, 8 feet high, and 10 feet deep.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X41. Fissure An earth tremor split the rock between areas X40 and X42, creating two natural openings that are virtually side by side. The openings are 3 feet wide, 8 feet high, and 10 feet deep.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
begins shaking. The tremor is strong enough to start small slides of pebbles from the hillsides and cause shrubs and brush to wave from side to side, but then it subsides. A moment later, horrible insect
attack the characters, but the local evil influence of the cult makes events such as the tremor and the ankheg attack almost commonplace in the Dessarin Valley.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters ask about Leandro Sedhar, a guard directs them to a local inn called the Giant’s Skull, where Leandro is known to spend much of his time. Tremor As soon as the characters enter the town
, whoever is carrying the shard of Xeluan feels it drawn downward, as if attracted to something underground. Simultaneously, a small tremor ripples through the town, shaking dust from buildings but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
begins shaking. The tremor is strong enough to start small slides of pebbles from the hillsides and cause shrubs and brush to wave from side to side, but then it subsides. A moment later, horrible insect
attack the characters, but the local evil influence of the cult makes events such as the tremor and the ankheg attack almost commonplace in the Dessarin Valley.