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Returning 35 results for 'prone ages and his conjure'.
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Spells
Elemental Evil Player's Companion
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a
Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water
Monsters
Strixhaven: A Curriculum of Chaos
their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing the
, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature’s space, the apprentice takes 5 (1d10);{"diceNotation":"1d10
Spells
Elemental Evil Player's Companion
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s
it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends
Species
Spelljammer: Adventures in Space
as a starry gleam in an astral elf’s eyes.
Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on
the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
Monsters
Strixhaven: A Curriculum of Chaos
with precise, forceful physical motion. Their sweeping gestures and dance-like steps gather the power of crashing waves, conjure the protection of unyielding stone, and shape great structures of ice
feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
Monsters
Bigby Presents: Glory of the Giants
":"Death Burst", "rollDamageType":"bludgeoning"} bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.Multiattack. The mist hulk makes two Slam
embody their ancestors’ mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest
Monsters
Quests from the Infinite Staircase
. The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Fortified
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Monsters
Bigby Presents: Glory of the Giants
creature, it must succeed on a DC 21 Strength saving throw or have the prone condition. After the giant throws the rock, roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Heated Rock
the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community’s defense, often in
Monsters
Guildmasters’ Guide to Ravnica
storm, polymorph
5th level (2 slots): conjure elemental, creation
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray, teleport
8th level (1 slot): control weather
"} bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground, extinguishing unprotected flames it
Monsters
Thieves’ Gallery
);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"piercing"} piercing damage, and is knocked prone. At the end of the current turn, the blade magically
; are etched in Celestial on the blade of his daggersword.
Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His longevity has something to do with Szass Tam
Monsters
The Wild Beyond the Witchlight
material components. As the dragon ages and changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1
them.
Bavlorna has the ability to conjure minions that look like tiny versions of herself.
Bavlorna has two sisters whom she loathes. Together, the three hags form the Hourglass Coven.
Using an
Monsters
Guildmasters’ Guide to Ravnica
, fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
+ 9);{"diceNotation":"2d4+9","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying
Monsters
Strixhaven: A Curriculum of Chaos
their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing
, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the pledgemage ends its turn in another creature’s space, the pledgemage takes 5 (1d10);{"diceNotation
Monsters
Van Richten’s Guide to Ravenloft
":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Deadly Shaping
is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends,striking fear into innocents across lands and over ages.
Creating a Relentless Killer
Dao
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane
target. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6","rollType":"damage","rollAction":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.
Marid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shiftMultiattack. The marid makes two trident
is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.Acid, Cold, Lightning
spells
You conjure a horrid tendril of Yog-Sothoth into reality to batter your foe. One creature of your choice that you can see within range makes a Strength saving throw. On a failed save, it takes (8d6
) Necrotic;{"diceNotation":"8d6", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage, has the Prone condition, and you move it up to 40 feet in any direction within the
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
them all and is by far the most potent.
A Fitful Slumber. Cthulhu’s cultists are often drawn to his worship by strange dreams triggered by his stirring within R’lyeh. As ages pass and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
manifests as a starry gleam in an astral elf’s eyes. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual
perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
manifests as a starry gleam in an astral elf’s eyes. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual
perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best
through the ages, so I suppose the halfling got his wish.”
— Kesto Brighteyes, Gnome Proprietor of the Parted Veil, a bookshop in Sigil
Marid
Large elemental, chaotic neutral
Armor Class 17 (natural
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best
through the ages, so I suppose the halfling got his wish.”
— Kesto Brighteyes, Gnome Proprietor of the Parted Veil, a bookshop in Sigil
Marid
Large elemental, chaotic neutral
Armor Class 17 (natural
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental Cataclysm The End and Beginning of Ages Habitat: Planar (Elemental Chaos); Treasure: None Johan Grenier Beyond the fringes of the Elemental Planes, primordial forces endlessly clash amid
stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental Cataclysm The End and Beginning of Ages Habitat: Planar (Elemental Chaos); Treasure: None Johan Grenier Beyond the fringes of the Elemental Planes, primordial forces endlessly clash amid
stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
save, the wind throws the creature 10 feet in a random direction, the creature takes 3 (1d6) bludgeoning damage, and it is knocked prone. If the saving throw fails by 5 or more, the creature strikes one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
save, the wind throws the creature 10 feet in a random direction, the creature takes 3 (1d6) bludgeoning damage, and it is knocked prone. If the saving throw fails by 5 or more, the creature strikes one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
elementals gather clouds and winds into ever-changing bodies with indistinct limbs and vague features. Beyond their home plane, these elementals might serve magic-users who conjure them, or they might
Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Auran)
CR 5 (XP 1,800