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Returning 35 results for 'falls hold'.
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fools hold
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Magic Items
Dungeon Master’s Guide (2024)
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
Magic Items
Dungeon Master’s Guide (2024)
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving
Spells
Player’s Handbook
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
Magic Items
Dungeon Master’s Guide (2024)
Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Ioun Stone of Absorption
4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The
Magic Items
Tasha’s Cauldron of Everything
falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
Monsters
Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
Magic Items
Tasha’s Cauldron of Everything
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can
Magic Items
Tasha’s Cauldron of Everything
it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing
Monsters
Acquisitions Incorporated
Customizable Storage. A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before
save, a creature takes 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Hot Oil Spray","rollDamageType":"fire"} fire damage and falls prone. On a successful save, a creature takes
Magic Items
Tasha’s Cauldron of Everything
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard’s essence and property
Magic Items
Tasha’s Cauldron of Everything
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard’s essence and
Magic Items
Tasha’s Cauldron of Everything
jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are
Monsters
Candlekeep Mysteries
the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.Steel
Monsters
Spelljammer: Adventures in Space
start of each of its turns.
If the eye monger takes 25 damage or more on a single turn from a creature inside its gullet, the eye monger regurgitates the swallowed creature, which falls prone in a space
, menacing nature.
An eye monger has no use for treasure, but its belly might hold a fair amount of incidental valuables that it can’t digest, including coins, metal weapons, gemstones, and magic
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
wurm’s turns from thorns in the wurm’s gullet.
The wurm’s stomach can hold up to two creatures at a time. If the wurm takes 30 damage or more on a single turn from a creature inside it
, the wurm must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the wurm and has the prone
Monsters
Bigby Presents: Glory of the Giants
damage at the start of each of the scion’s turns.
The scion’s stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it
, the scion must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the scion and has the prone
Monsters
Bigby Presents: Glory of the Giants
cradle’s next turn. A creature with the restrained condition falls prone when the vortex ends.
A creature with the restrained condition can use its action to try to escape the vortex. The
seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Glacial Upheaval", "rollDamageType":"cold"} cold damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature takes half as
until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer restrained by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Flesh","rollDamageType
semiautonomous bringers of destruction. Amnizu;Amnizus and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of
Monsters
Bigby Presents: Glory of the Giants
":"Bite", "rollDamageType":"force"} force damage at the start of each of the colossus’s turns.
The colossus’s chest cavity can hold up to two creatures at a time. Inside its chest cavity is its
regurgitates all swallowed creatures, each of which falls in a space within 10 feet of the colossus and has the prone condition, and the colossus can no longer swallow a creature. If the colossus
Monsters
The Book of Many Things
filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
monsters
throw or let out its breath and become visible to the hearse until the start of the creature’s next turn, when it can hold its breath again.
Incorporeal Movement. The hearse can move through other
coffin, the hearse must succeed on a DC 12 Constitution saving throw at the end of that turn or release all entombed creatures, each of which falls in a space within 5 feet of the hearse and has the
Tenser's Floating Disk
Legacy
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Spells
Player’s Handbook (2014)
. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.The disk is immobile while you are
Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
monsters
falls to the ground unharmed.
Sneak Attack (1/Turn). The caligni deals an extra 17 (5d6);{"diceNotation":"5d6", "rollType":"roll", "rollAction":"Sneak Attack"} damage when they hit a target with
":"Spellcasting", "rollDamageType":"Necrotic"} Necrotic damage), Darkness, Detect Magic, Fog Cloud
2/Day: Shield
1/Day Each: Blindness/Deafness, Enthrall, Hold Person, Invisibility, Suggestion Occult
Froghemoth
Legacy
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Monsters
Volo's Guide to Monsters
takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the start of each of the froghemoth's turns.
The froghemoth's gullet can hold up to
or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape
monsters
wearing or carrying falls to the ground unharmed.
Sneak Attack (1/Turn). The caligni deals an extra 10 3d6;{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Sneak Attack"} damage when
, Guiding Bolt, Hold Person, Spirit Guardians, Spiritual Weapon
1/Day Each: Flame Strike, Heroes' Feast, Insect PlagueThe most powerful caligni spellcasters often become leaders of enclaves. They
monsters
is wearing or carrying falls to the ground unharmed.
Sunlight Sensitivity. While in sunlight, the caligni has Disadvantage on ability checks and attack rolls. Multiattack. The caligni makes two
;{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Spellcasting", "rollDamageType":"Cold"} Cold damage)
2/Day: Shield
1/Day Each: Blindness/Deafness (level 3 version), Divination, Haste, Hold Person
monsters
Magic Resistance The greater crawling one has Advantage on saving throws against spells and other magical effects.
Implacable Evil. When a greater crawling one is reduced to 0 Hit Points, it falls
Material components and using Intelligence as the spellcasting ability (spell save DC 18).
At Will: Cone of Cold, Darkness, Greater Invisibility, Hold Monster, Invisibility, Wall of Force
1/day: Bestow
monsters
Magic Resistance The lesser crawling one has Advantage on saving throws against spells and other magical effects.
Relentless Evil. When a lesser crawling one is reduced to 0 Hit Points, it falls
ability (spell save DC 14):
At Will: Darkness, Hold Person, Invisibility, Magic Missile, Ray of Sickness
1/day: Bestow Curse, Dispel Magic, Fear, ShatterLegendary Action Uses: 1. Immediately after
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, cultists of the storm god Talos, led by Fheralai Stormsworn, assault the town to steal the stone before it falls into their enemy’s hands. Caught in the middle, the characters must marshal Leilon’s forces and hold the line against both armies.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, cultists of the storm god Talos, led by Fheralai Stormsworn, assault the town to steal the stone before it falls into their enemy’s hands. Caught in the middle, the characters must marshal Leilon’s forces and hold the line against both armies.