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Returning 23 results for 'same for greenjacketguy level from with 20d6'.
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Monsters
Princes of the Apocalypse
in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6);{"diceNotation":"20d6","rollType":"damage","rollDamageType":"fire"} fire
Magic Items
Storm King's Thunder
expend any charges.
As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6
in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
flying fortress, except that it’s not making any strange noises beyond a low, barely audible hum. This device keeps the flying fortress aloft and level. Encasing the giant bell in an antimagic field or
destroys it. Any creature aboard the flying fortress when it crashes takes 70 (20d6) bludgeoning damage plus 70 (20d6) fire damage, and falls prone amid the twisted wreckage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Meteor Swarm 9th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within
range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meteor Swarm Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different
points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
flying fortress, except that it’s not making any strange noises beyond a low, barely audible hum. This device keeps the flying fortress aloft and level. Encasing the giant bell in an antimagic field or
destroys it. Any creature aboard the flying fortress when it crashes takes 70 (20d6) bludgeoning damage plus 70 (20d6) fire damage, and falls prone amid the twisted wreckage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Meteor Swarm 9th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within
range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Meteor Swarm Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different
points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meteor Swarm Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different
points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Meteor Swarm 9th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within
range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Meteor Swarm 9th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within
range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
level directly above you. The ship looks like a giant metal insect, its hull gleaming in the sunlight.
Ropes drop from the vessel and land on the main deck of the Flighty Foundling, near the
saving throw to grab hold of the side of the ship. On a failure, the creature plunges down to the water 400 feet below, taking 70 (20d6) bludgeoning damage. Another Attack? Right as their fight with the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
level directly above you. The ship looks like a giant metal insect, its hull gleaming in the sunlight.
Ropes drop from the vessel and land on the main deck of the Flighty Foundling, near the
saving throw to grab hold of the side of the ship. On a failure, the creature plunges down to the water 400 feet below, taking 70 (20d6) bludgeoning damage. Another Attack? Right as their fight with the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
creature is freed if its crystal is reduced to 0 hit points, or if the crystal is targeted with a dispel magic spell cast at 5th level or higher. The crystals leave their prisoners magically drained. If
Afsoun is freed, she has 1 level of exhaustion and can only cast spells of 3rd level or lower until she finishes a long rest. She seeks to avoid combat unless the characters find themselves about to be
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
creature is freed if its crystal is reduced to 0 hit points, or if the crystal is targeted with a dispel magic spell cast at 5th level or higher. The crystals leave their prisoners magically drained. If
Afsoun is freed, she has 1 level of exhaustion and can only cast spells of 3rd level or lower until she finishes a long rest. She seeks to avoid combat unless the characters find themselves about to be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different points. From any bridge, a character can climb or drop 10 feet to reach a bridge leading to a tunnel on an adjacent level.
Chasm. The chasm of Karazikar’s Maw extends some five hundred feet below
the lowest bridged tunnels, plunging into darkness. A fall into the chasm deals 20d6 bludgeoning damage.
Shafts. The ten vertical shafts around the perimeter of the chasm are each 30 feet wide and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different points. From any bridge, a character can climb or drop 10 feet to reach a bridge leading to a tunnel on an adjacent level.
Chasm. The chasm of Karazikar’s Maw extends some five hundred feet below
the lowest bridged tunnels, plunging into darkness. A fall into the chasm deals 20d6 bludgeoning damage.
Shafts. The ten vertical shafts around the perimeter of the chasm are each 30 feet wide and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
before emerging to attack them with her adamantine greatclub. The Steinfang is impervious to all spells of 3rd level or lower, but has vulnerability to bludgeoning, slashing, and piercing damage from
Dexterity saving throw, taking 70 (20d6) bludgeoning damage from flying debris on a failed save, or half as much damage on a successful one. A creature melded with the Steinfang when it explodes takes no
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
before emerging to attack them with her adamantine greatclub. The Steinfang is impervious to all spells of 3rd level or lower, but has vulnerability to bludgeoning, slashing, and piercing damage from
Dexterity saving throw, taking 70 (20d6) bludgeoning damage from flying debris on a failed save, or half as much damage on a successful one. A creature melded with the Steinfang when it explodes takes no
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creature in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up to
burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creature in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up to
burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
down the river and tumbles down the mountainside, taking 70 (20d6) bludgeoning damage from the fall. On a successful save, the character manages to hang onto the wheel or the axle and avoid a fall
. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 (20d6) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
down the river and tumbles down the mountainside, taking 70 (20d6) bludgeoning damage from the fall. On a successful save, the character manages to hang onto the wheel or the axle and avoid a fall
. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 (20d6) bludgeoning damage