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Returning 35 results for 'moves stone with only around flying for line'.
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Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
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
Magic Items
Dungeon Master’s Guide
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet
of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed
Spells
Player’s Handbook
and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Monsters
Monster Manual
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.
Treasure Sense. The xorn can pinpoint the
"} Slashing damage.PoisonCharge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense.
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Monsters
Monster Manual
Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.
Elemental Restoration. If the dao dies
of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Evil and Good, Detect Magic, Stone Shape 1/Day Each: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone
Monsters
Monster Manual
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental
Monsters
Monster Manual
"}. Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12);{"diceNotation":"10d12", "rollType":"damage", "rollAction":"Divine Beam", "rollDamageType
its turns.
Smite. The colossus makes one Radiant Ray attack.
Stomp. The colossus moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks, and it can make one Slam attack at any point during that move.Poison, PsychicNecrotic, Radiant
Magic Items
Dungeon Master’s Guide
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
Magic Items
Dungeon Master’s Guide
another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
), the DM determines randomly what happens using the following table.
1d100
Result
01–50
The sphere is destroyed.
51–85
The sphere moves through the portal or into the
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
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
’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Cold Gale", "rollDamageType":"Cold"} Cold damage, and the target is pushed up to 30 feet straight away from the
dragon. Success: Half damage only. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Magic Items
Dungeon Master’s Guide
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to
Spells
Player’s Handbook
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity
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
action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
90-foot-long, 5-foot-wide Line. Failure: 58 (13d8);{"diceNotation":"13d8", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Monsters
Monster Manual
", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Monsters
Monster Manual
-foot-wide Line. Failure: 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"fire breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving
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
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
again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
uses at the start of each of its turns.
Eruption. The cataclysm makes one Elemental Burst attack.
Rumbling Movement. The cataclysm moves up to its Speed, Fly Speed, or Swim Speed without provoking
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
takes 1d10 Fire damage.
Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving
Magic Items
Fizban's Treasury of Dragons
.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight. As a bonus action, you can
expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can
Monsters
Storm King's Thunder
","rollAction":"Lightning Breath"}. The dragon exhales lightning in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10
. Iymrith casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 20):
1/day each: detect magic, dispel magic, ice storm, stone
Magic Items
The Wild Beyond the Witchlight
. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.
The lily pad can transport up to 300 pounds without
hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Monsters
Storm King's Thunder
the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line.
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9
Magic Items
The Wild Beyond the Witchlight
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves
Magic Items
Icewind Dale: Rime of the Frostmaiden
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10
wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has
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
Monsters
Van Richten’s Guide to Ravenloft
see within 60 feet of it must make a DC 18 Dexterity saving throw. If the saving throw fails, the targeted creature is struck by one of the following (juggernaut’s choice):
Flying Stone. The
target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Flying Stone","rollDamageType":"bludgeoning"} bludgeoning damage and is incapacitated until the start of the juggernaut
Monsters
Planescape: Adventures in the Multiverse
(no action required).Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Flying Brick"} to hit
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
Monsters
Bigby Presents: Glory of the Giants
takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Stone Spikes", "rollDamageType":"piercing"} piercing damage for each 5 feet it moves on this terrain.
mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine






