Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'falls tall'.
Other Suggestions:
fall tall
fully tall
falls take
faces tall
falls table
Spells
Player’s Handbook
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused
Magic Items
Dungeon Master’s Guide
is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Sleet Storm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in
must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Staff of the Woodlands
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic
if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
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
Crane is tall and slender. He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer.
A strip of cloth was torn from the left sleeve of
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
enemies from the sky.
If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75
Monsters
Spelljammer: Adventures in Space
Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world’s inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep
they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.Acid, Poison
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
5 or more, the target falls prone.
Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.The Beast of Butchery appears as a great battle-scarred gnoll
, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyena;hyenas followed in his wake
Monsters
Bigby Presents: Glory of the Giants
, 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
entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can
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
, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of
races
Guildmasters’ Guide to Ravnica
.
Lumbering Giants
Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick
ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild’s magnificent, cathedral-like arboretum
Monsters
The Wild Beyond the Witchlight
addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her.Multiattack. Bavlorna makes one Bite attack and one Withering Ray attack
","rollType":"recharge","rollAction":"Create Lornlings"}. Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the Quickling stat block in appendix C). Each lornling appears
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
50. Jade Wall Here a wall of green, polished stone blocks the way.
This wall, which is 7 feet wide and 7 feet tall, is a trap for those attempting to break into the ruins. If any tampering is done
to the wall, it falls west out into the anteroom. If the wall falls on a creature, the creature must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
50. Jade Wall Here a wall of green, polished stone blocks the way.
This wall, which is 7 feet wide and 7 feet tall, is a trap for those attempting to break into the ruins. If any tampering is done
to the wall, it falls west out into the anteroom. If the wall falls on a creature, the creature must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
50. Jade Wall Here a wall of green, polished stone blocks the way.
This wall, which is 7 feet wide and 7 feet tall, is a trap for those attempting to break into the ruins. If any tampering is done
to the wall, it falls west out into the anteroom. If the wall falls on a creature, the creature must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
43. Dusty Alcoves Dusty Alcoves. This hall is lined with six 10-foot-tall, 10-foot-wide, 10-foot-deep dusty alcoves.
Hidden Pit. One of the middle alcoves has a breakaway floor covering a 100-foot
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
43. Dusty Alcoves Dusty Alcoves. This hall is lined with six 10-foot-tall, 10-foot-wide, 10-foot-deep dusty alcoves.
Hidden Pit. One of the middle alcoves has a breakaway floor covering a 100-foot
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
keep. A twenty-foot-wide, twenty-foot-tall archway offers passage through the connecting wall but is blocked by a rusting iron portcullis. The portcullis is unlocked and can be lifted with a successful
DC 15 Strength check. It can also be opened with a command word that only Strahd and Cyrus Belview (area K62) know. Unless the portcullis is wedged or propped open, it falls back into place once it is let go.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
keep. A twenty-foot-wide, twenty-foot-tall archway offers passage through the connecting wall but is blocked by a rusting iron portcullis. The portcullis is unlocked and can be lifted with a successful
DC 15 Strength check. It can also be opened with a command word that only Strahd and Cyrus Belview (area K62) know. Unless the portcullis is wedged or propped open, it falls back into place once it is let go.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
43. Dusty Alcoves Dusty Alcoves. This hall is lined with six 10-foot-tall, 10-foot-wide, 10-foot-deep dusty alcoves.
Hidden Pit. One of the middle alcoves has a breakaway floor covering a 100-foot
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
keep. A twenty-foot-wide, twenty-foot-tall archway offers passage through the connecting wall but is blocked by a rusting iron portcullis. The portcullis is unlocked and can be lifted with a successful
DC 15 Strength check. It can also be opened with a command word that only Strahd and Cyrus Belview (area K62) know. Unless the portcullis is wedged or propped open, it falls back into place once it is let go.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The
throw. On a failed save, it falls prone. If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The
throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The
throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The
throw. On a failed save, it falls prone. If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The
throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The
throw. On a failed save, it falls prone. If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
spider’s lair is 10 feet long, 4 feet wide, and 4 feet tall. A character must succeed on a DC 17 Wisdom (Perception) check to notice the tunnel or its occupant before the spider attacks. If the spider
creature falls 30 feet, it plummets out of the chute, taking falling damage accordingly and rolling in a random direction (roll a d4) after landing prone in area 45. The spider pursues prey into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
surround the broken table.
Statues. Two 4-foot-tall statues of dwarves stand atop 2-foot-high blocks of stone at opposite ends of the room. The head of the southern statue has broken off and lies on the
resting a large pair of stone tongs on one shoulder; its head cracked when it hit the floor, and it falls apart into two halves if disturbed.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
spider’s lair is 10 feet long, 4 feet wide, and 4 feet tall. A character must succeed on a DC 17 Wisdom (Perception) check to notice the tunnel or its occupant before the spider attacks. If the spider
creature falls 30 feet, it plummets out of the chute, taking falling damage accordingly and rolling in a random direction (roll a d4) after landing prone in area 45. The spider pursues prey into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halaster’s yawning face, the mirror forming his
the 60-foot shaft in area 22a, whereupon the creature falls and takes 21 (6d6) bludgeoning damage on impact. The first creature to fall for the trap triggers a magic mouth spell in area 22a. Halaster’s mouth appears on a wall and says, in Common, “You fell for it! Get it? Fell for it?! Ha ha ha ha!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halaster’s yawning face, the mirror forming his
the 60-foot shaft in area 22a, whereupon the creature falls and takes 21 (6d6) bludgeoning damage on impact. The first creature to fall for the trap triggers a magic mouth spell in area 22a. Halaster’s mouth appears on a wall and says, in Common, “You fell for it! Get it? Fell for it?! Ha ha ha ha!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
surround the broken table.
Statues. Two 4-foot-tall statues of dwarves stand atop 2-foot-high blocks of stone at opposite ends of the room. The head of the southern statue has broken off and lies on the
resting a large pair of stone tongs on one shoulder; its head cracked when it hit the floor, and it falls apart into two halves if disturbed.