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Returning 35 results for 'moving some with only aura fire for like'.
Other Suggestions:
making some with only aura fire for like
mocking some with only aura fire for like
making some with only area fire for like
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
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
. 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
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
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
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
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
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
Spells
Player’s Handbook
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the
Species
Player’s Handbook
goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine
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
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
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Putrid Aura","rollDamageType":"acid"} acid
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
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Putrid Aura","rollDamageType":"acid"} acid
Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Keen Smell. The
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Crimson Rays", "rollDamageType":"fire"} fire damage at the start of each of its turns.A fire giant whose burning hatred prevents it from moving on to the afterlife rises as a firegaunt
Fire Blood. Whenever a creature within 5 feet of the firegaunt hits the firegaunt with a melee attack that deals piercing or slashing damage, that creature takes 5 (1d10);{"diceNotation":"1d10
Monsters
Storm King's Thunder
and land prone, taking 1d8;{"diceNotation":"1d8","rollType":"damage","rollAction":"Fling","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet it was thrown.
Wind Aura. A magical aura of
wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant
Monsters
Van Richten’s Guide to Ravenloft
spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)
Magic Resistance Aura. While holding Nepenthe, Isolde creates an aura in a 10-foot
radius around her. While this aura is active, Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.Multiattack. Isolde makes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can excel at and gain rank through a specialized role: the dreadnought.
Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on
":"Fireshield","rollDamageType":"bludgeoning"} bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fireshield","rollDamageType":"fire"} fire damage plus 7 (2d6);{"diceNotation
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
Monsters
Princes of the Apocalypse
Empowered Attacks. Imix’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Fire Aura. At the start of each of Imix’s turns
, each creature within 10 feet of him takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura 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":"poison
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including upside down on
Filament.A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider;spider's webbing
Monsters
Guildmasters’ Guide to Ravnica
Aura of Mind Erosion. Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24
hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves.
At the start of each of its turns, the sire can suppress this aura






