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Returning 35 results for 'master smoke with only acid from for long'.
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Monsters
Monster Manual
creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.Acid
", "rollAction":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 14, each
Monsters
Monster Manual
in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.Acid
", "rollAction":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 11, each creature
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
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Monsters
Monster Manual
-foot-long, 5-foot-wide Line. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
", "rollDamageType":"Slashing"} Slashing damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 11, each creature in a 20
Monsters
Monster Manual
Grappled condition (escape DC 13).
Acid Spray (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Spray"}. Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5
":"Slashing"} Slashing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Acid"} Acid damage. If the target is a Large or smaller creature, it has the
Monsters
Monster Manual
", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8);{"diceNotation":"9d8", "rollType":"damage
":"Rend"}, reach 10 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 3 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit
Monsters
Monster Manual
Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Melf's Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit
Monsters
Monster Manual
60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Monsters
Monster Manual
90-foot-long, 10-foot-wide Line. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"acid breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Monsters
Monster Manual
Diabolical Restoration. If the erinyes 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
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
’s next turn, the swallowed target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage. If that damage doesn’t kill it, the frog disgorges it, causing it to exit Prone.
Monsters
Monster Manual
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
":"Acid"} Acid damage at the end of each of the toad’s turns. The toad can have only one target swallowed at a time, and it can’t use Bite while it has a swallowed target. If the toad dies
Monsters
Monster Manual
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Monsters
Monster Manual
ends.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot- wide Line
", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage at the start of each of the behir’s turns.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the
Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Smoke Bomb (1/Day). Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Monsters
Tales from the Yawning Portal
","rollDamageType":"acid"} acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
Monsters
Princes of the Apocalypse
, thunderwave
2nd level (3 slots): flame blade, spike growth
3rd level (3 slots): dispel magic, stinking cloud
4th level (2 slots): blight, wall of fire
Summon Mephits (Recharges after a Long Rest). By
puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephit;smoke mephits. +1 Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation
Magic Items
Ghosts of Saltmarsh
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes
, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Bolt"} to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid;{"diceNotation":"2d6+2
","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"acid"}, cold;{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Chromatic Bolt","rollDamageType":"cold"}, fire;{"diceNotation":"2d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Yeenoghu;fang of Yeenoghu; see the Monster Manual). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it
poison becomes easy pickings for any nearby members of the war band.
Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a
Monsters
Ghosts of Saltmarsh
Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune to the frightened and charmed
conditions unless they are from effects created by an aboleth.
Water Dependency. The skum takes 6 (1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Water Dependency","rollDamageType":"acid
Magic Items
Bigby Presents: Glory of the Giants
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
re-forms within hours.
In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hours"} hours, with all its hit points. The new body
Monsters
Keys from the Golden Vault
(Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Spray"}. The eldritch horror hatchling spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no
or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the eldritch horror hatchling can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray
Monsters
Ghosts of Saltmarsh
maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the “Bluerot” sidebar).
Necrotic Ink (Recharge 5–6). The drowned master
Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, regardless of distance, so long as it and its master are in the same body of water.Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
Monsters
Bigby Presents: Glory of the Giants
, the giant can inscribe a fire rune on an object in its possession when it finishes a short or long rest.Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
Monsters
Waterdeep: Dungeon of the Mad Mage
(Recharges after a Short or Long Rest). For 1 minute, the ooze magically increases in size. While enlarged, the ooze is Gargantuan, doubles its damage dice with its pseudopod attack, and makes Strength checks
and Strength saving throws with advantage.
Invisibility (Recharges after a Short or Long Rest). The ooze magically turns invisible for up to 1 hour until it attacks, it uses its Enlarge, or its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in that area must succeed on a DC 11 Dexterity saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Disgorge","rollDamageType":"acid"} acid damage and fall prone in
the spew.Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the






