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Returning 35 results for 'makes stone with only ally failed for large'.
Equipment
Injury Poison
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a
weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Monsters
Monster Manual
Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
"}, reach 15 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Boulder. Ranged Attack Roll: +9
Spells
Player’s Handbook
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a
successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
A Restrained target makes another Constitution saving throw at the end of each of its turns
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
Spells
Player’s Handbook
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other
spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
Equipment
Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
Ingested Poison
A creature subjected to Assassin’s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
Equipment
been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Monsters
Monster Manual
Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.
Elemental Restoration. If the dao dies
dao suffers none of the spell’s stress. Once the dao has cast it three times, the dao can’t do so again for 365 days.Multiattack. The dao makes three Earthen Maul attacks or two Earth
Spells
Player’s Handbook
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Monsters
Monster Manual
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental
deals double damage to objects and structures.Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType
Monsters
Monster Manual
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two attacks, using
Equipment
, creating a particular effect in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
Monsters
Monster Manual
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination.
Warhammer. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Monsters
Monster Manual
Multiattack. The cyclops makes two attacks, using Stone Club or Rock in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
"}, reach 10 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature
Monsters
Monster Manual
Multiattack. The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to
hit", "rollAction":"Stone Club"}, reach 15 ft. Hit: 24 (4d8 + 6);{"diceNotation":"4d8+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Warping
Monsters
Monster Manual
Multiattack. The lizardfolk makes two Earth Burst attacks.
Earth Burst. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Earth Burst"}, reach 5 ft. or
range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Hail of Stone (Recharge 5–6);{"diceNotation
Magic Items
Dungeon Master’s Guide
After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save
Magic Items
Dungeon Master’s Guide
failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Spells
Player’s Handbook
targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing
and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Spells
Player’s Handbook
on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
Spells
Player’s Handbook
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft
Spells
Player’s Handbook
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Magic Items
Dungeon Master’s Guide
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
yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
Magic Items
Dungeon Master’s Guide
composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.






