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Returning 35 results for 'feet the roots'.
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feet the rolls
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Monsters
Monster Manual
creature the blight can see within 15 feet. Failure: The target is pulled up to 10 feet straight toward the blight and has the Grappled condition (escape DC 16) from one of six roots. Until the grapple
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic
Monsters
Tomb of Annihilation
":"poison"} poison damage at the start of each of its turns. The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15
-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be
Monsters
Curse of Strahd
a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood
with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
","rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a creature, it is grappled (escape DC 15). The yggdrasti has four roots, each of which can grapple one target.
Lightning
Discharge (3/Day). The yggdrasti shoots lightning at one creature within 120 feet of itself. The target must make a DC 13 Dexterity saving throw, taking 31 (7d8);{"diceNotation":"7d8","rollType":"damage
Monsters
Candlekeep Mysteries
a point on the ground that the lich can see within 120 feet of it. The lich is unaffected by the roots and vines. For all other creatures, the area becomes difficult terrain, and each creature in the
its hit points and becoming active again. The new body appears within 5 feet of the phylactery.Multiattack. The lich makes four attacks.
Poisonous Touch. Melee Weapon Attack: +9;{"diceNotation":"1d20
Monsters
Bigby Presents: Glory of the Giants
massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Storm King's Thunder
effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and
.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A
Monsters
Divine Contention
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
Monsters
Bigby Presents: Glory of the Giants
to 100 feet straight away from the scion and have the prone condition.
Slam. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one
"} bludgeoning damage.
Inhale (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Inhale"}. The scion inhales a vortex of air in a 120-foot line that is 15 feet wide. Each
Monsters
Van Richten’s Guide to Ravenloft
.
As an action, a creature within 5 feet of the bodytaker plant that is outside the pod can open the pod and pull the target free with a successful DC 15 Strength check. If the plant dies, the target
is no longer restrained and can escape from the pod by spending 10 feet of movement, exiting prone. The plant has one pod, which can envelop one creature at a time.Whether hailing from the stars or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
starts its turn with 0 hit points and doesn’t regenerate.
Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet
of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.Multiattack. The
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
bottle of liquid at a point up to 20 feet away from itself, which shatters into a cloud of magical smoke that fills a 10-foot-radius sphere. Each creature in that area must succeed on a DC 16 Wisdom saving
point it can see within 30 feet of itself. The air there magically solidifies into a mirrorlike pane, then shatters in a 15-foot cone originating from that point. Each creature in that area must make a DC
Monsters
Domains of Delight: A Feywild Accessory
without trace
Web. Yarnspinner shoots webbing at one creature he can see within 120 feet of himself. The target must succeed on a DC 17 Strength saving throw or be restrained for 1 hour. The target can
attract quite a gathering and are the talk of Fablerise’s awakened animal kingdom.
Fablerise
Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to
Monsters
Eberron: Rising from the Last War
.
Frightening Presence (Costs 2 Actions). Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1
. Illmarrow is a fiefdom on the isle of Farlnen — home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow’s roots extend far beyond her
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8);{"diceNotation
Spells
Xanathar's Guide to Everything
the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
Backgrounds
Guildmasters’ Guide to Ravnica
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
nature is always a worthwhile endeavor. (Good)
5
Humility. Ambition and pride are the roots of strife. (Good)
6
Evangelism. When all have joined the Selesnya Conclave, Ravnica will
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dead tree cover a vast area surrounding the sapling. The roots bristle with immense thorns, some up to 5 feet long. The roots can be climbed easily, but a creature that moves more than half its speed on
its turn while within 5 feet of the roots must succeed on a DC 15 Strength (Athletics) check or take 11 (2d10) piercing damage. Sapling. The Worldroot Sapling stands in a clearing created by the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants. Tree Blight Huge Plant, Neutral
. Strength Saving Throw: DC 17, one Large or smaller creature the blight can see within 15 feet. Failure: The target is pulled up to 10 feet straight toward the blight and has the Grappled condition
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
turns. The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
turns. The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lair Features The lair has the following features. Ceilings The ceilings in areas L1–L5 and L7 are 40 feet tall. The ceiling in the corpse chamber (area L6), where the wyrmling has made his home, is
60 feet tall. Light The lair is shrouded in Darkness. Area descriptions assume characters can see in the dark or have a light source. Tracking The wyrmling’s tracks are distinctive; as a Search action
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Blight, Tree Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
side of the tree can enter through the east side of area P3, 60 feet up. P2: Hollow A ledge of interwoven roots and packed dirt hangs sixty feet above the hollow’s eastern half, and a boulder leans
Peylon Tree Locations The following locations are keyed to map 6.1. Dyson Logos Map 6.1: Peylon Tree View Player Version P1: Rotted Roots Thick, gnarled roots spread in all directions. A gaping
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
width. The kelp grows in vines up to 175 feet in length. Kelp roots are shallow, and a whole forest can be uprooted by a strong storm. But it grows at a rapid pace, sometimes as much as 18 inches a
Kelp Forests Kelp grows in dense forests across the ocean floor. Most forests are found within depths of less than 100 feet near the shoreline, and range from 10 feet to over 100 miles in length and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
damage at the start of each of its turns. The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within
30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope. Creatures sometimes try to hitch a ride on an yggdrasti to take
things is extremely difficult for it to suppress. Yggdrasti sometimes make landfall and disguise themselves as ordinary trees, burying their roots in the ground to pull off the deception. They can uproot
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a 10 percent chance of being struck by lightning, taking 44 (8d10
inspection reveals roots sprouting from the ground around its base. These roots are part of the Gulthias tree in area Y4. They wrap around the statue, providing added support and durability. The roots
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wrath of Nature 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You call out to the spirits of nature to rouse them against your
. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
among the roots or make lairs inside trees large enough to be hollowed out without compromising their structure. Green dragons take great interest in woodland settlements when seeking lair sites. Though
of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mold or tangled roots. Vecna’s cultists have scribbled symbols on the walls, depicting staring eyes and left hands. Ceilings Ceilings are 10 feet high in passages and 15 feet high in rooms unless
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Crystalline Vine The vine growing in the center of the settlement sprouted after an astral seed fell from the sky, crashed into the bakery, and buried itself in the ground. The vine is 50 feet wide
at its base, rises 1,000 feet into the air, and is still growing. It is made of an iridescent mineral that is impervious to the characters’ spells and weapons. A character who makes a successful DC 10






