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Returning 35 results for 'prone accept and his contained'.
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Magic Items
Dungeon Master’s Guide
directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see
appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures
Monsters
Phandelver and Below: The Shattered Obelisk
other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic goblins
Escape. The goblin takes the Disengage or Hide action.
Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.
Monsters
Bigby Presents: Glory of the Giants
to a djinni and is sometimes mistaken for one by adventurers.
Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a
", "rollDamageType":"cold"} cold damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of
","rollType":"damage","rollAction":"Gunpowder Keg","rollDamageType":"fire"} fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
of itself. The target must succeed on a DC 18 Dexterity saving throw or have the prone condition.Parry and Riposte. The high fae adds 4 to its AC against one melee attack roll that would hit it
branch to seal the promise.
“The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High Fae
Ageless and
monsters
", "rollAction":"Blazing Boulder", "rollDamageType":"Fire"} Fire damage, and the target has the Prone condition.
Cataclysmic Spellcasting (1/Day). The Brimstone Behemoth casts Earthquake and Meteor
makes one Claw attack. On a hit, if the target is a creature, it has the Prone condition.The emergence of the Brimstone Behemoth means armageddon for whatever realm it erupts into. A Fiend as old as time
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
on a DC 14 Strength saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone.
Firearms Knowledge. The giff’s
building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency.
No Honor in Magic. Some giff become wizards
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training
Prone condition (see the Rules Glossary) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you’re knocked Prone or the mount is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training
Prone condition (see the Rules Glossary) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you’re knocked Prone or the mount is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider
succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see the rules glossary) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you’re knocked Prone or the mount is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider
succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see the rules glossary) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you’re knocked Prone or the mount is.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from one of the balconies above or another high vantage point notices something else: Each gargoyle is contained within a square made of metallic tiles embedded in the top of its pedestal. Starting
north pedestal, 1 sp in the east pedestal, 1 gp in the south pedestal, and 1 pp in the west pedestal). A gargoyle will always accept a more precious coin than the one required, so a character inserting a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from one of the balconies above or another high vantage point notices something else: Each gargoyle is contained within a square made of metallic tiles embedded in the top of its pedestal. Starting
north pedestal, 1 sp in the east pedestal, 1 gp in the south pedestal, and 1 pp in the west pedestal). A gargoyle will always accept a more precious coin than the one required, so a character inserting a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition
-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition
-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can
Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition
-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition
-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can
Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can
Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can
Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
there will be time later for any task. 5 The giant is prone to reminiscing about friends and family members who have died. 6 The giant is unwilling to accept any problems as truly urgent. 7 The giant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
there will be time later for any task. 5 The giant is prone to reminiscing about friends and family members who have died. 6 The giant is unwilling to accept any problems as truly urgent. 7 The giant
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency. Gunpowder by the Keg In addition to their personal gunpowder weapons, giff ships and mercenary
takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Every other keg of gunpowder within 20 feet of an exploding keg has a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency. Gunpowder by the Keg In addition to their personal gunpowder weapons, giff ships and mercenary
takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Every other keg of gunpowder within 20 feet of an exploding keg has a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
for one by adventurers. Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a path of destruction. Massive
, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 19
Languages Common, Giant
Challenge 15 (13,000 XP) Proficiency Bonus +5
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
for one by adventurers. Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a path of destruction. Massive
, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 19
Languages Common, Giant
Challenge 15 (13,000 XP) Proficiency Bonus +5
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
lest they be destroyed along with it. Lost Causes. Those who don’t accept the teachings of the Heralds of the Comet are doomed to destruction, and they deserve pity. Initiates are taught to warn
divinatory card readings, lend psychic energy to the All-Consuming Star, hastening the completion of its mission. Deck of Many Things. The magic contained within the cards of the original Deck of Many
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
lest they be destroyed along with it. Lost Causes. Those who don’t accept the teachings of the Heralds of the Comet are doomed to destruction, and they deserve pity. Initiates are taught to warn
divinatory card readings, lend psychic energy to the All-Consuming Star, hastening the completion of its mission. Deck of Many Things. The magic contained within the cards of the original Deck of Many
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
haunted by the shadows of evil deeds done.
Through training and reflection, Warriors of Regret accept their past can’t be erased. Instead, they focus on forging remorse and grief into a weapon against
your Focus Point save DC. On a failed save, a creature takes Psychic damage equal to three rolls of your Martial Arts die and has the Prone condition. On a successful save, a creature takes half as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
corruption of nature. Its members are well aware that the newly seen demonic corruption will not be contained within the Underdark for long. Eventually it will break through to the surface and
Griswalla Stonehammer. If the characters accept the Emerald Enclave’s support, make three photocopies of the Emerald Enclave Scout stat card at the end of this chapter as well as photocopies of the Giant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
corruption of nature. Its members are well aware that the newly seen demonic corruption will not be contained within the Underdark for long. Eventually it will break through to the surface and
Griswalla Stonehammer. If the characters accept the Emerald Enclave’s support, make three photocopies of the Emerald Enclave Scout stat card at the end of this chapter as well as photocopies of the Giant
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of
next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of
next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Acrobatics) check. Any character who fails the check or can’t move out of the ball’s way is struck for 22 (4d10) bludgeoning damage and knocked prone. The ball also flattens the treasure chest (54A) as it
climb without the aid of magic or climbing gear. The pit’s acid can be safely contained in glass vials if the characters have any at hand, and can then be used as the acid in chapter 5, “Equipment,” of the Player’s Handbook.