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Returning 35 results for 'make smoke with only across for for life'.
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Magic Items
Dungeon Master’s Guide
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
Monsters
Monster Manual
Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
+ 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature, it must make the following saving throw. Constitution
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
Species
Player’s Handbook
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
Magic Items
Dungeon Master’s Guide
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
Magic Items
Dungeon Master’s Guide
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"recharge", "rollAction":"Lava Wave"}. The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving
being embedded in hardening rock. A creature can make a DC 25 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit
Monsters
Planescape: Adventures in the Multiverse
-Draining Vines (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Life-Draining Vines"}. Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12
on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make
Monsters
Icewind Dale: Rime of the Frostmaiden
smoke that quickly dissipates.
Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s
Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has advantage on saving
Monsters
Keys from the Golden Vault
tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Monsters
Bigby Presents: Glory of the Giants
before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.Multiattack. The hellion makes two Morningstar
in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A
Monsters
Icewind Dale: Rime of the Frostmaiden
harmless fire and a cloud of smoke that quickly dissipates.
Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows
Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has advantage on saving
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
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wave of Cinders"}. The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make
Monsters
Bigby Presents: Glory of the Giants
target. Metal objects in that area glow red-hot until the start of the giant’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 19 Constitution
make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Magma Wave", "rollDamageType":"fire"} fire damage and has the
Monsters
Icewind Dale: Rime of the Frostmaiden
body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates.
Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect
Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has advantage on saving
Magic Items
Wayfinder's Guide to Eberron
you and can speak, read, and understand any language it knows (see “Random Properties” below).
Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom
A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket
Monsters
Spelljammer: Adventures in Space
Morningstar attacks or one Double-Barreled Musket attack.A high-ranking giff who takes up the life of an independent mercenary might amass enough power and influence to become a warlord.
A giff warlord
rewards for valor.
Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon.
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
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
one Beak attack.
Swoop (Costs 2 Actions). The phoenix moves up to its speed and makes one Fiery Talons attack.Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across
Monsters
Dragons of Stormwreck Isle
creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Scalding Breath","rollDamageType":"fire"} fire damage on a failed
save, or half as much damage on a successful one.Fume drakes are mischievous creatures that arise from the lingering magical energy of a dead dragon. They resemble small, legless dragons formed from clouds of greenish smoke. They delight in causing pain and confusion in other creatures.Fire, Poison
Monsters
Bigby Presents: Glory of the Giants
make a DC 24 Dexterity saving throw. On a failed save, a creature takes 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Erupting Breath", "rollDamageType":"fire"} fire damage
and has the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage only.
A creature poisoned in this way can make a DC 24 Constitution saving throw at the end of
Monsters
Mythic Odysseys of Theros
typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.
A spectrum of giants claims territory across Theros, drawing
in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Noxious Gust","rollDamageType":"necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.
Forbiddance. The mist can’t enter a residence
), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Life Drain", "rollDamageType":"necrotic"} necrotic damage, the mist regains 10 hit points, and the target’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage.No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and inaction more than anything else—are
suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or
Monsters
Spelljammer: Adventures in Space
the megapede must make a DC 15 Constitution saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage on a failed
Multiattack. The megapede makes one Bite attack and uses either Life Drain or Psychic Bomb.
Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit






