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Returning 35 results for 'prone after and his call'.
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Monsters
Tales from the Yawning Portal
), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements—a gray ooze of enormous size that has intelligence and
can communicate but is prone to violent outbursts.
Ooze Nature. White Maw doesn’t require sleep.PoisonAcid, Cold, Fire
Monsters
Journeys through the Radiant Citadel
prone in a space within 15 feet of the bakunawa. If the bakunawa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting
prone.
Storm Slam. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Storm Slam"} to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
Strength saving throw or have the prone condition. After the stalker throws the rock, roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Rock"}; on a roll of 3 or lower, the stalker has
bloodlust by hunting in them.
Baphomet rewards his most faithful cultists with transformation into demonic stalkers. Such a giant grows an elaborate crown of six horns, and Baphomet gives the stone giant a magic glaive and the ability to call up horns of stone from the earth.
Spells
Xanathar's Guide to Everything
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point
rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Hooves", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Serrated Tail
flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.PoisonCold, Fire, Lightning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and the target is knocked prone.
Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand, prestidigitation
spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the
Monsters
Bigby Presents: Glory of the Giants
":"bludgeoning"} bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.
The rocks turn the ground in that area into difficult terrain until the start of
, combined with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers.
Monsters
Fizban's Treasury of Dragons
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or
Monsters
Fizban's Treasury of Dragons
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or
Monsters
Fizban's Treasury of Dragons
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or
Monsters
Fizban's Treasury of Dragons
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or
Monsters
Fizban's Treasury of Dragons
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or
Magic Items
The Book of Many Things
. Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
of 22.
Temple. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine
magic-items
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
times your Strength score. On a hit, it deals 2d10 Bludgeoning damage, and the target must succeed on a Strength saving throw (DC = 16 + the stone’s bonus) or have the Prone condition.
Recall (Very
magic-items
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
times your Strength score. On a hit, it deals 2d10 Bludgeoning damage, and the target must succeed on a Strength saving throw (DC = 16 + the stone’s bonus) or have the Prone condition.
Recall (Very
magic-items
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
times your Strength score. On a hit, it deals 2d10 Bludgeoning damage, and the target must succeed on a Strength saving throw (DC = 16 + the stone’s bonus) or have the Prone condition.
Recall (Very
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal
enough to an aquatic elf community can enter the world as a malenti — a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is
Monsters
Mordenkainen's Fiendish Folio Volume 1
, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth
goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
it. This is the sound of the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them
every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves — or whether it preceded or even began the conflict
monsters
AC of their ally, possibly causing the triggering attack to miss. The caligni can then move their ally up to 5 feet or give them the Prone condition.Caligni defenders protect caligni enclaves and
by supernatural traditions and influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni &ldquo
monsters
creature, it must make a successful DC 14 Strength saving throw or it has the Prone condition.
Spellcasting. The caligni casts one of the following spells, using Charisma as the spellcasting ability
traditions and influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni “dark folk,” a
Monsters
Mordenkainen's Fiendish Folio Volume 1
for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient
defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a
monsters
", "rollType":"damage", "rollAction":"Rending Claw", "rollDamageType":"Slashing"} Slashing damage and the target gains the Prone condition.
Piercing Talon. Melee Attack Roll: +14, Reach 5 ft. Hit: 14 (1d10
+ 8);{"diceNotation":"1d10+8", "rollType":"damage", "rollAction":"Piercing Talon", "rollDamageType":"Piercing"} Piercing damage. Prone creatures have Vulnerability to this attack’s damage
monsters
the Prone condition. Success: Half damage only.Parry. Trigger: The king is hit by an attack roll while holding a weapon or shield. Response: The king adds 7 to his AC against that attack, possibly
Blade attack.
Lord’s Call. The king magically summons two Wight;Wights into unoccupied spaces he can see within 30 feet of himself. The wights obey the king and take their turn immediately after
monsters
", "rollDamageType":"Bludgeoning"} Bludgeoning damage and the target is either knocked prone or moved up to 20 ft. in a straight line from Great Cthulhu.
Apocalyptic Majesty (Recharge 5–6);{"diceNotation
.
— H.P. Lovecraft, The Call of Cthulhu
Cthulhu dwells in the corpse city of black R’lyeh, sunken deep beneath the surface of the ocean. He is in a living death while there, but someday
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
White Maw In their laboratories inside the Doomvault (Dead in Thay), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early
achievements — a gray ooze of enormous size that has intelligence and can communicate but is prone to violent outbursts. Ooze Nature. White Maw doesn’t require sleep. White Maw Gargantuan ooze, chaotic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
White Maw In their laboratories inside the Doomvault (Dead in Thay), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early
achievements — a gray ooze of enormous size that has intelligence and can communicate but is prone to violent outbursts. Ooze Nature. White Maw doesn’t require sleep. White Maw Gargantuan ooze, chaotic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wrath of Nature 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You call out to the spirits of nature to rouse them against your
attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wrath of Nature 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You call out to the spirits of nature to rouse them against your
attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
creature takes half as much damage and isn’t knocked prone. The horn can’t be turned or aimed at a specific target. If the horn’s sound ceases for more than 1 minute, 1 dragonsoul, 1 dragonfang, and 4
Kobold
Legacy
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Races
Volo's Guide to Monsters
dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios
older and more respectable.
Most kobold tribes avoid eating what they call “talking meat” — intelligent creatures — because such behavior prompts retaliation. The fear of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
creature takes half as much damage and isn’t knocked prone. The horn can’t be turned or aimed at a specific target. If the horn’s sound ceases for more than 1 minute, 1 dragonsoul, 1 dragonfang, and 4
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
life and can call on magic and its fallen brethren for aid. Like revenants, foresworn fixate on a singular purpose, and they refuse to abandon their undead state until the duty they had in life is
, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to
damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to
damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit