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Returning 35 results for 'matter start with only along fire for light'.
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Magic Items
Dungeon Master’s Guide
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Species
Player’s Handbook
to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their
celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Equipment
A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
Magic Items
Dungeon Master’s Guide
a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter
Magic Items
Dungeon Master’s Guide
and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
Monsters
Monster Manual
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 5 (1d10);{"diceNotation":"1d10", "rollType
Monsters
Monster Manual
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Bite. Melee Attack Roll: +1;{"diceNotation":"1d20+1", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 1 Fire damage.Fire
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.Touch. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Touch"}, reach 5
ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Touch", "rollDamageType":"Fire"} Fire damage. If the target is a creature or a flammable object that isn’t being
Magic Items
Dungeon Master’s Guide
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
Monsters
Monster Manual
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10);{"diceNotation":"2d10", "rollType
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The
Magic Items
Dungeon Master’s Guide
greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Type of Giant
Strength
Rarity
Potion of Hill
Giant Strength
21
Uncommon
Potion of Frost Giant Strength
23
Rare
Potion of Stone Giant Strength
23
Rare
Potion of Fire Giant Strength
25
Rare
Potion of Cloud Giant Strength
27
Very Rare
Potion of Storm Giant Strength
29
Legendary
Magic Items
Dungeon Master’s Guide
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
Monsters
Monster Manual
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Monsters
Monster Manual
the Frightened condition until the start of the worg’s next turn. Success: Half damage only.Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn
Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
, as though accustomed to being obeyed.The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire
damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6
Spells
Player’s Handbook
), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you
Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a
Monsters
Monster Manual
. The chasme has Advantage on saving throws against spells and other magical effects.
Spider Climb. The chasme can climb difficult surfaces, including along ceilings, without needing to make an
target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.PoisonCold, Fire, LightningDrone. Constitution Saving Throw: DC 12, each creature in a 30-foot
Monsters
Monster Manual
":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Necrotic"} Necrotic damage.PoisonCold, Fire, LightningShadow Stealth. While in Dim Light or Darkness, the manes takes the Hide action.
Monsters
Monster Manual
":"damage", "rollAction":"Death Throes", "rollDamageType":"Fire"} Fire damage plus 31 (9d6);{"diceNotation":"9d6", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"Force"} Force damage
. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of
Spells
Player’s Handbook
.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti
Monsters
Monster Manual
centered on a point the death knight can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Hellfire Orb", "rollDamageType":"Fire"} Fire damage plus 35
Uses: 3. Immediately after another creature’s turn, the death knight can expend a use to take one of the following actions. The death knight regains all expended uses at the start of each of its
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
Disadvantage on D20 Tests. At the end of this time, the egg turns into a Slaad Tadpole, which chews out of the host and kills it.Acid, Cold, Fire, Lightning, Thunder
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Whelm", "rollDamageType":"Bludgeoning"} Bludgeoning damage at the start of each of the elemental’s turns. The elemental can grapple one Large creature or up to
two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.PoisonAcid, Fire
Monsters
Monster Manual
Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn.
Spellcasting. The animal lord casts one of the following spells, requiring
RestorationLegendary Action Uses: 3. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each
Magic Items
Dungeon Master’s Guide
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Monsters
Monster Manual
). The animal lord gains 20 Temporary Hit Points. Marked as Prey (Hunter Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
Monsters
Monster Manual
. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each of its turns
attack.Cold, Fire, Necrotic, Psychic, RadiantShape-Shift. The animal lord shape-shifts into a Huge or smaller version of the animal it represents or a Medium or Small Humanoid, or it returns to its true
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Matter Manipulation"}):
1–2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition
within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present.
5–6: Retaliating Light. Multicolored lights surround the githzerai until the start






