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                        Returning 35 results for 'fiery space'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
                                                
                                            
                                                
                                                    You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation
                                                
                                            
                                                
                                                    ":"4d10", "rollType":"damage", "rollAction":"Fiery Death and Rebirth", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    .
Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he
                                                
                                            
                                                
                                                     teleports takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Fiery Teleport","rollDamageType":"fire"} fire damage.
Hellish Chains (Costs 3 Actions). Severin targets one creature he
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
                                                
                                            
                                                
                                                    ":"Elemental Rebuke", "rollDamageType":"fire"} fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate.
Fiery Aura. Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Fiery Aura", "rollDamageType":"fire"} fire damage.Multiattack. The chandelier makes three Chain attacks, three Lamp attacks, or a combination
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Death Burst. When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves
                                                
                                            
                                                
                                                     ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.
Cinder hulks live in isolated enclaves in fiery
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    –6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shield Charge"}. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The
                                                
                                            
                                                
                                                     first time it enters a creature’s space during this move, that creature must succeed on a DC 21 Strength saving throw or take 36 (8d6 + 8);{"diceNotation":"8d6+8","rollType":"damage","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ,” a regisaur is an enormous predator large enough to swallow a giant whole. Fiery veins of elemental energy course through its skin and glow in its eyes and nostrils.
Dinosaurs
When Annam
                                                
                                            
                                                
                                                     that turn or regurgitate the creature, which falls in a space within 5 feet of the regisaur and has the prone condition; the creature no longer has the blinded and restrained conditions.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     waterThe grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone
                                                
                                            
                                                
                                                    , Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksTeleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an
                                                
                                            
                                                
                                                     extra 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Fiery Weapons","rollDamageType":"fire"} fire damage (included in the weapon attacks below).
Innate Spellcasting. Zariel’s
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Awakening of the Scion. The cradle is a container for the scion of Surtur. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the
                                                
                                            
                                                
                                                     each of its turns, ending the effect on itself on a success.A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , or half as much damage on a successful one.The demon lord Aurnozci is a wormlike horror of fiery flesh and toxic seepage. In its present form, Aurnozci can’t leave Xulregg, the Abyssal layer
                                                
                                            
                                                
                                                     embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Corpse", "rollDamageType":"fire
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire
                                                
                                            
                                                
                                                     immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no
                                                
                                            
                                                
                                                     decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance 
                                                
                                            
                                                
                                                     points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic
                                                
                                            
                                                
                                                     transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
                                                
                                            
                                        
                                                    Phoenix
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage
                                                
                                            
                                                
                                                     phoenix.
Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5
                                                
                                            
                                        
                                                    Zariel
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Devil's Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36
                                                
                                            
                                                
                                                     (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Fiery Weapons","rollDamageType":"fire"} fire damage (included in the weapon attacks below).
Innate Spellcasting. Zariel’s innate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash
                                                
                                            
                                                
                                                    
 Senses darkvision 60 ft., passive Perception 15
 Languages —
 Challenge 16 (15,000 XP) Proficiency Bonus +5
 Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Phoenix Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke — an elder elemental
                                                
                                            
                                                
                                                    ., passive Perception 15
 Languages  —
 Challenge 16 (15,000 XP)
 Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Salamander Inferno Master Salamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. They gather communes of apprentices who learn fiery
                                                
                                            
                                                
                                                     enters a creature’s space, that creature takes 7 (2d6) Fire damage. A creature can take this damage only once per turn.
 The salamanders of the Elemental Plane of Fire delight in meeting visitors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the
                                                
                                            
                                                
                                                     Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
 Shield Charge (Recharge 5–6). The giant moves up to 30 feet in a straight line and can move through the space of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     is an efreeti named Taraz the Fair. The name has nothing to do with his sense of justice or fair play, however, but refers to the light hues of his fiery hair. Xonthal trapped Taraz and was trying to
                                                
                                            
                                                
                                                     notices the salt automatically. Otherwise, a character who looks carefully spots the salt with a successful DC 12 Intelligence (Arcana or Investigation) check. Taraz greets the adventurers with a fiery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     is an efreeti named Taraz the Fair. The name has nothing to do with his sense of justice or fair play, however, but refers to the light hues of his fiery hair. Xonthal trapped Taraz and was trying to
                                                
                                            
                                                
                                                     notices the salt automatically. Otherwise, a character who looks carefully spots the salt with a successful DC 12 Intelligence (Arcana or Investigation) check. Taraz greets the adventurers with a fiery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
                                                
                                            
                                                
                                                    , it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
                                                
                                            
                                                
                                                    , it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Darkvision 60 ft.; Passive Perception 18
 Languages Common, Primordial (Auran)
 CR 6 (XP 2,300; PB +3)
 Traits
 Air Form. The stalker can enter an enemy’s space and stop there. It can move through a
                                                
                                            
                                                
                                                     space as narrow as 1 inch without expending extra movement to do so.
 Invisibility. The stalker has the Invisible condition.
 Actions
 Multiattack. The stalker makes three Wind Swipe attacks. It can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     space it can see.
 Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
  Summon
                                                
                                            
                                                
                                                    : Concentration, up to 1 hour
 You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of his turn.
 Attack. Severin makes one attack.
 Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up
                                                
                                            
                                                
                                                     to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage.
 Hellish Chains (Costs 3 Actions). Severin targets one creature he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of his turn.
 Attack. Severin makes one attack.
 Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up
                                                
                                            
                                                
                                                     to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage.
 Hellish Chains (Costs 3 Actions). Severin targets one creature he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Merrenoloth The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into
                                                
                                            
                                                
                                                     water
 Bonus Actions
 Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . Severin regains spent legendary actions at the start of his turn.
 Attack. Severin makes one attack.
 Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying
                                                
                                            
                                                
                                                    , teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage.
 Hellish Chains (Costs 3 Actions). Severin targets one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     against the railing on one balcony, a radiant flanged mace at its hip and its fiery wings folded behind it.
 Omid the Deva The angel guarding the Jail Car is Omid, a deva with fiery instead of feathery
                                                
                                            
                                                
                                                     Stranger. Cells  The Stranger The door to each cell opens into a 10-foot-square extradimensional space brightly lit by magic. The cells and their contents are as follows: Cell 1. This cell contains a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     equal to the necrotic damage the target takes. Once this property is used, it can’t be used again until the next dawn. Comet. As an action, you can hold this card aloft and call down a fiery meteor to
                                                
                                            
                                                
                                                     minute, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn. Euryale. As an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him
                                                
                                            
                                                
                                                    .
 Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
 Illumination. Imix sheds
                                                
                                            
                                        






