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Returning 35 results for 'monsters spell with only also fall for land'.
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Backgrounds
Guildmasters’ Guide to Ravnica
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
Equipment
of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting energies
objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
. Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
Backgrounds
Sword Coast Adventurer's Guide
majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister’s
.
2
I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3
I work to preserve a library, university, scriptorium, or monastery.
4
My life’s
Species
Mordenkainen Presents: Monsters of the Multiverse
a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own
cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn&rsquo
Backgrounds
Sword Coast Adventurer's Guide
operate up and down the Sword Coast and throughout the North. Most are small-scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in
sort looking for a fresh start and a new family among the bold Bloodaxes.
Skill Proficiencies: Athletics, PersuasionTool Proficiencies: One type of gaming set, vehicles (land
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Strong Wind Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its
turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Strong Wind Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its
turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fall prey to monsters, and no place is safe from the sudden wrath of a dragon. Icewind Dale, featured in this adventure, is located in a region called the Far North, which is dominated by the Spine of
the fallen dwarf kings of Delzoun, looking for glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics wield mace and spell in the service of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Appendix D: Monsters and NPCs Barovia is a land of vampires, ghosts, and werewolves. In addition, adventurers who explore this unholy realm encounter other things that go bump in the night, including
creatures born out of Strahd’s evil. The new monsters that appear in this adventure are described below, along with several of the vampire’s allies and enemies—souls whose fates are entwined with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tayyib Empire The Tayyib Empire recently emerged from a brutal civil war, but its peace is fragile. Monsters roam the hinterland, and people vie for power to stave off desperation during the recovery
unliving horrors. Chaos ruled the land until the emperor’s youngest daughter, Firuzeh, defeated her siblings and ascended the throne. She inherited a nation stretched to the limit. But across war-torn
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land
magic, deadly monsters, and cruel local rulers are all perils that you face when you travel in the Forgotten Realms. Even farms and freeholds within a day’s walk of a city can fall prey to monsters, and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
called the Rattle. We sometimes call its bald hills ‘hills of gold’ because of their color. The phrase ‘beyond the settled land’ must refer to the Rattle—a land of monsters.” Hurch Henley Hurch Henley
or an Intelligence (Nature) check to impress Zakia with knowledge about rare herbs or monsters. A person who is Friendly toward a character helps decipher clues in the song lyrics and imparts the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Land of Ash and Smoke This hellish, smoky sea of black volcanic rock is traced with streams of lava. The Land of Ash and Smoke is a playground for firenewts and for Tzindelor, a young red dragon (see
falls on the rest of the peninsula, and what rain does fall rapidly evaporates in the punishing heat. Several expeditions have tried to explore the area, but most of what’s known about it (and shown on Syndra Silvane’s map) is based on visual observations made from atop the coastal mountains.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Melee Attacks A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth
, or other body parts. A few spells also involve melee attacks. Reach A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Melee Attacks A melee attack allows you to attack a target within your reach. A melee attack typically uses a handheld weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth
, or other body parts. A few spells also involve melee attacks. Reach A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
of the Land Spells Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Pastoral Pleasantries Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet
shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of
Actions
A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is
escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Manual (MM), but some of the monsters from Volo’s Guide to Monsters (VGM) and Mordenkainen’s Tome of Foes (MTF) are also mentioned.
Creatures by Guild This section is a list of creatures in this chapter and in the Monster Manual that are associated with each guild. Each guild’s entry includes a brief discussion of the monsters
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
magical land their home. While the Skola Vale is a place of revelry, it isn’t without its dangers. The satyrs themselves can become too raucous in their merrymaking, and monsters lurk in the shadows of the trees and the surrounding mountains.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
slot’s level for the spell’s level in the stat block. Bestial Spirit Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Aftermath When the abomination and its malison minions fall, the captured yuan-ti are overcome with joy. They tell the characters that they hail from a land to the south called Chult. They were
land and went directly to the temple after spending little or no time in the village, the now-freed grippli prisoners explain that other evil yuan-ti are stationed in the village, and they too need to be dispensed with before the grippli can reclaim their homes.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mobs This section can help you speed up play when resolving outcomes with large groups of monsters, also known as mobs.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Appendix C: Creatures This appendix details the new monsters that appear in this adventure. It also provides optional actions and traits for giants.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the chasm. Spells and magic items that allow creatures to fly are suppressed within the chasm. Any character who enters the chasm under the effect of a fly spell or similar magic goes hurtling down
into the lava. Spells that slow one’s fall (such as feather fall) function normally. Creatures who spend 1 hour or longer in the chasm or in any of the areas open to it are susceptible to the effects of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flying A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flying A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a
target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition
, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures






