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Returning 35 results for 'makes some with only are flaming for last'.
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Magic Items
Dungeon Master’s Guide
the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
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
. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
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
Magic Items
Dungeon Master’s Guide
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
Monsters
Monster Manual
all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Spells
Player’s Handbook
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its
Magic Items
Dungeon Master’s Guide
Disadvantage on attack rolls against you.
Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes
through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
Spells
Forgotten Realms: Heroes of Faerûn
You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration
effects:
Clockwork Force. The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
Orderly Ward. The target gains Temporary Hit
Monsters
Eberron: Forge of the Artificer
Lucky. When the medic rolls a 1 on the d20 of a D20 Test, it can reroll the die, and it must use the new roll.Multiattack. The medic makes two Radiant Burst attacks.
Radiant Burst.
of House Jorasco served alongside every nation’s armies in the Last War, providing medical care and magical healing to the injured. Though the warring nations treated Jorasco medics as
Monsters
Eberron: Forge of the Artificer
Multiattack. The inquisitive makes three Crooked Staff attacks. It can replace one attack with a use of Inquisitive Eye.
Crooked Staff. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to
quarter. Some are part of a secretive order called the Basilisk’s Gaze, dedicated to hunting down fugitive war criminals who committed atrocities during the Last War.</p>
Monsters
Baldur’s Gate: Descent into Avernus
hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:
He has advantage on Strength checks and Strength saving throws.
He deals an extra 3 damage when he
hits a target with a melee weapon attack.
He has resistance to bludgeoning, piercing, and slashing damage.
Special Equipment. Torogar wears gauntlets of flaming fury and a belt of fire giant strength
Magic Items
Baldur’s Gate: Descent into Avernus
to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn.
Monsters
Tomb of Annihilation
).Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. and
Beluarian, and although he presents himself as an independent operator, he's in league with the Flaming Fist. Shago has led many Flaming Fist expeditions into the jungle to clear out undead, despite
Monsters
Princes of the Apocalypse
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end
of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Flaming Weapon","rollDamageType":"fire"} fire damage
Monsters
Vecna: Eve of Ruin
turn.Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport.
Flaming Whip. Melee Weapon Attack: +15;{"diceNotation":"1d20+15
", "rollType":"to hit", "rollAction":"Flaming Whip"} to hit, reach 30 ft., one target. Hit: 25 (5d6 + 8);{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Flaming Whip", "rollDamageType":"fire
Monsters
Tomb of Annihilation
weapon and deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Flaming Fury","rollDamageType":"fire"} fire damage to the target.Multiattack. Liara makes three melee attacks
Brave. Liara has advantage on saving throws against being frightened.
Flaming Fury. Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her
Fire Giant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 10 ft., one target
damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.Fire
Monsters
Tyranny of Dragons
":"Burning Touch","rollDamageType":"fire"} fire damage.
Flaming Orb. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Flaming Orb"} to hit, range 90 ft., one target
. Hit: 40 (9d8);{"diceNotation":"9d8","rollType":"damage","rollAction":"Flaming Orb","rollDamageType":"fire"} fire damage.
Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each
Heroes' Feast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Talisman of Ultimate Evil
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving
throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
creature can use its action to scrape the sludge off itself or another creature within 5 feet of itself.Multiattack. The draconian makes two Claw attacks.
Claw. Melee Weapon Attack: +8;{"diceNotation
"} slashing damage.
Flaming Carnage (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flaming Carnage"}. The draconian indulges its rage, wreathing itself in fire and moving up to
Monsters
Baldur’s Gate: Descent into Avernus
Multiattack. Ulder makes three melee attacks, only one of which can be with his shield.
longsword, +1;+1 Longsword. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four
Talisman of Pure Good
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw
or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Monsters
Waterdeep: Dungeon of the Mad Mage
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 10 ft., one target
","rollType":"damage","rollAction":"Hurl Fire","rollDamageType":"fire"} fire damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among
Monsters
Tales from the Yawning Portal
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 10 ft., one target
: 29 (4d10 + 7);{"diceNotation":"4d10+7","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome
Hydra
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way
awake.Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target
Monsters
Princes of the Apocalypse
","rollDamageType":"fire"} fire damage at the end of that creature’s turn.
Shrapnel Explosion. When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the
","rollType":"damage","rollAction":"Shrapnel Explosion","rollDamageType":"piercing"} piercing damage on a failed save, or half as much damage on a successful one.Multiattack. The razerblast makes three
Monsters
Storm King's Thunder
Equipment. She wears a crystal flask around her neck like a pendant. The flask contains a potion of invulnerability, which Brimskarda quaffs on her first turn in combat.Multiattack. The giant makes
","rollAction":"Iron Cauldron","rollDamageType":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among
Species
Eberron: Rising from the Last War
My house built the modern world. Orien may drive the lightning rail, but it’s Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns hold the
. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.
The Last War was a time of great opportunity for Cannith. Every nation wanted
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Monsters
Storm King's Thunder
throw or be knocked prone.Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Greatsword"} to hit
":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and






