Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'measured strong with only along falls for long'.
Other Suggestions:
measure strong with only among fall for long
measures strong with only among fall for long
measure strong with only among faces for long
measure strong with only among fault for long
measures strong with only among faces for long
Monsters
Monster Manual
Spider Climb. The piercer can climb difficult surfaces, including along ceilings, without needing to make an ability check.Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit
", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Drop. The piercer falls. Dexterity
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
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a
Spells
Player’s Handbook
moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the
destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Spells
Player’s Handbook
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
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
behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the
Spells
Player’s Handbook
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Equipment
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Spells
Player’s Handbook
on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
Spells
Player’s Handbook
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
Magic Items
Dungeon Master’s Guide
toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
. 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
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
attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Monsters
The Wild Beyond the Witchlight
.
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and
Monsters
The Wild Beyond the Witchlight
life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams.
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
Monsters
Tales from the Yawning Portal
damage.A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn slingers are doubly dangerous, as anyone who falls into the pit or tries to traverse it soon discovers.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
shorelines where the wilds meet the ocean. These monstrous creatures are aptly named; their bites are known to snap giants’ arms cleanly in half.
Snapping hydras have naturally long life spans and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Monsters
The Wild Beyond the Witchlight
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Magic Items
The Wild Beyond the Witchlight
according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Magic Items
The Wild Beyond the Witchlight
only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along
creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Fire Spray", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Invisibility (Recharges after a Short or Long Rest). The duergar magically
Monsters
Dragonlance: Shadow of the Dragon Queen
Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"force"} force damage.
Glide. When the draconian falls and isn’t
DC 12):
1/day each: enlarge/reduce, invisibility, stinking cloud, webBozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren’t strong
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Soulblade", "rollDamageType":"force"} force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns
. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
honoring the materials used and honest about their purpose.PoisonEnlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or
of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
Monsters
Storm King's Thunder
experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind
Monsters
Icewind Dale: Rime of the Frostmaiden
people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive
survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts
Monsters
Waterdeep: Dungeon of the Mad Mage
Standing Leap. The undead bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the undead bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the undead bulette's space.PoisonNecroticRadiant
Monsters
Keys from the Golden Vault
Ashen Creature. When the veteran drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.Multiattack. The veteran makes two longsword
","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.Fire
Monsters
Quests from the Infinite Staircase
. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Swarm of Gibberlings;Gibberling swarms are heard long before they are seen.
The first gibberlings were spawned
magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.
On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark.
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"4d10","rollType":"damage","rollAction":"Forced Teleport","rollDamageType":"force"} force damage, and the zodar teleports it, along with any equipment it’s wearing or carrying
. Underneath its armored exterior, a zodar’s body is composed of tightly knit muscle fibers that make it incredibly strong and heavy. A zodar weighs 1,500 pounds.
No one knows how many zodars
Monsters
Storm King's Thunder
"} piercing damage.Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never
served anyone but themselves.
The city of Mirabar's defense falls to the Axe of Mirabar, a well-armed garrison. All members of the Axe of Mirabar are shield dwarves.






