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Returning 35 results for 'monster same with only aura fire for led'.
Monsters
Monster Manual
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend’s aura for 24 hours.
Legendary Resistance (4/Day). If the
Monsters
Monster Manual
":"Heat Aura", "rollDamageType":"Fire"} Fire damage.Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 15 (2d10 + 4);{"diceNotation
Heat Aura. At the end of each of the remorhaz’s turns, each creature in a 5-foot Emanation originating from the remorhaz takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 3 (1d6);{"diceNotation":"1d6
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit
Monsters
Monster Manual
Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
Monsters
Monster Manual
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
":"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
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 7 (2d6);{"diceNotation":"2d6
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
Flame Aura. At the end of each of the gorgon’s turns, each creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
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
":"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
Monsters
Monster Manual
":"Heat Aura", "rollDamageType":"Fire"} Fire damage.Bite. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation
Heat Aura. At the end of each of the remorhaz’s turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction
Monsters
Monster Manual
. 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
the balor’s turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire
Monsters
Monster Manual
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
":"Rend", "rollDamageType":"Slashing"} Slashing damage, or 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage if the swarm is Bloodied.PoisonBludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical
Elemental
Elemental Gem (Blue Sapphire);Blue Sapphire
Air Elemental
Elemental Gem (Emerald);Emerald
Water Elemental
Elemental Gem (Red Corundum);Red Corundrum
Fire Elemental
Elemental Gem (Yellow Diamond);Yellow Diamond
Earth Elemental
Monsters
Monster Manual
Resistance. The goristro has Advantage on saving throws against spells and other magical effects.
Siege Monster. The goristro deals double damage to objects and structures.Multiattack. The goristro makes one
", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.PoisonCold, Fire, LightningCharge. The goristro moves up to half its Speed straight toward an enemy it can see.
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
", "rollAction":"Elemental Burst (Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Fire)", "rollDamageType":"Fire"}, Lightning
Magic Items
Dungeon Master’s Guide
25–27
Druid
28–30
Erinyes
31–33
Ettin
34–36
Fire Giant
37–39
Frost Giant
40–42
Gnoll Warrior
43–45
Goblin Warrior
46
91–93
Warrior Veteran
94–96
Wyvern
97–00
The card drawer
*Stat blocks for these creatures (except the card drawer) appear in the Monster Manual.
Magic Items
Forgotten Realms: Adventures in Faerûn
attuned to the crystal, you are unaffected by the aura, and you can take a Magic action to disable or enable the aura.
Healing/Damage Rays. While holding the crystal, you can take a Magic action to fire
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
Magic Items
Forgotten Realms: Adventures in Faerûn
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
":"Dragon's Breath"} damage of the chosen type on a failed save or half as much damage on a successful one.
Fear Aura. You exude a terrifying aura in a 20-foot Emanation while you don't have the
Pit Fiend
Legacy
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Monsters
Basic Rules (2014)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save
, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance
Balor
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
or carried, and it destroys the balor’s weapons.
Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6);{"diceNotation":"3d6","rollType
":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with
Monsters
Fizban's Treasury of Dragons
Aura (Fire Form Only). At the start of each of the animated breath’s turns, each creature within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire Aura
","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3
Monsters
Fizban's Treasury of Dragons
Fire Aura (Fire Form Only). At the start of each of the animated breath’s turns, each creature within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire
Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack
Monsters
Van Richten’s Guide to Ravenloft
success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or sleep.
Viral Aura. Any creature that starts its turn within 10 feet of the
is immune to this plague spreader’s Viral Aura for 24 hours.Multiattack. The plague spreader makes two Slam attacks.
Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Pit Fiend (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save
, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance
Balor (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
carried, and it destroys the balor's weapons.
Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while
Monsters
Baldur’s Gate: Descent into Avernus
Fear Aura. Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is
frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Bel’s Fear Aura for the next 24 hours.
Innate Spellcasting. Bel’s
Magic Items
Basic Rules (2014)
.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire
This ring is linked to the Elemental Plane of Fire.
While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In
Monsters
Infernal Machine Rebuild
carried, and it destroys the balor's weapons.
Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while
Monsters
Planescape: Adventures in the Multiverse
suppress or resume this aura at the start of its turn (no action required).
Siege Monster. The doom lord deals double damage to objects and structures.Multiattack. The doom lord makes two Entropic
Aura of Doom. Any creature that starts its turn within 10 feet of the doom lord must make a DC 16 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction
Sibriex
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any
creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Contamination","rollDamageType
Monsters
Journeys through the Radiant Citadel
Fire Aura. At the start of each of the tlexolotl’s turns, each creature within 10 feet of it takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fire Aura
","rollDamageType":"fire"} fire damage, and flammable objects in that aura that aren’t being worn or carried ignite. A creature that touches the tlexolotl or hits it with a melee attack while within 5 feet of
Monsters
Storm King's Thunder
Empowered Attacks. Maegera’s slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.
Fire Aura. At the start of each of
Maegera’s turns, each creature within 30 feet of it takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects
Ring of Elemental Command
Legacy
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Magic Items
Basic Rules (2014)
charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the
hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
become ghoul;ghouls and zombie;zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate
Monsters
Vecna: Eve of Ruin
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Fiery Aura", "rollDamageType":"fire"} fire damage.Multiattack. The chandelier makes three Chain attacks, three Lamp attacks, or a combination
creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate.
Fiery Aura. Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6






