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Returning 35 results for 'same of range does vines'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.A wise ranger knows that the sight
it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.
Monsters
Mordenkainen's Fiendish Folio Volume 1
target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
Needle. Ranged Weapon Attack: +2;{"diceNotation
":"1d20+2","rollType":"to hit","rollAction":"Needle"} to hit, range 60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing
Monsters
Candlekeep Mysteries
effect on itself on a success.
Wither. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Wither"} to hit, range 60 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6
skeleton covered with fungi and bark-like lichen. A lichen lich has vines within its chest cavity. These vines exude viscid and poisonous black fluid.On initiative count 20 (losing initiative ties), the
Monsters
Vecna: Eve of Ruin
one Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Poisonous Thorn"} to hit, reach 5 ft. or range 120 ft., one
in this way takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Sapping Vine", "rollDamageType":"necrotic"} necrotic damage at the start of its turn.
The dryad has six vines. Each
Entangle
Legacy
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Spells
Basic Rules (2014)
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature
Monsters
Guildmasters’ Guide to Ravnica
become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on
a success.
Longbow. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4
Monsters
Quests from the Infinite Staircase
avoids killing even those who threaten the garden, preferring to entangle them in vines and pacify them with tranquilizing breaths of flowery mist.The Gardener's Lair
The Gardener’s lair is the
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
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
Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained
monsters
vines (Ivana) or barbed wire (Ivan). The Mists become Difficult Terrain, and whenever a creature moves into or within the Mists, it takes 2d4 Piercing damage for every 5 feet it travels. Once Ivana or
Borca, Ivan can cast Clairvoyance, requiring no Material components and using Intelligence as the spellcasting ability. To cast the spell, there must be a Tiny doll or similar toy within range from which
monsters
or open the borders to Borca at will. While the borders are closed, the Mists surrounding Borca are filled with briar vines (Ivana) or barbed wire (Ivan). The Mists become Difficult Terrain, and
spell, there must be a Large or bigger plant within range from which the sensor appears.
If a Darklord of Borca dies, that Darklord’s effects end immediately. Those effects resume if that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ensnaring Strike 1st-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this
spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Kelp Forests Kelp grows in dense forests across the ocean floor. Most forests are found within depths of less than 100 feet near the shoreline, and range from 10 feet to over 100 miles in length and
width. The kelp grows in vines up to 175 feet in length. Kelp roots are shallow, and a whole forest can be uprooted by a strong storm. But it grows at a rapid pace, sometimes as much as 18 inches a
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
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 to become animated until the spell ends. Grasses and Undergrowth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
Needle. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 2 (1d4) piercing damage.
remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse’s decaying flesh and sprouts ropey vines covered in long, sharp needles. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Borca at will. While the borders are closed, the Mists surrounding Borca are filled with briar vines (Ivana) or barbed wire (Ivan). The Mists become Difficult Terrain, and whenever a creature moves into
no Material components and using Intelligence as the spellcasting ability. To cast the spell, there must be a Large or bigger plant (Ivana) or a Tiny doll or similar toy (Ivan) within range from which
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Twig Blight Twig blights
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.
Actions
Constrict. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 10 (3d6) poison damage. If the
creature restrained in this way takes 13 (3d8) necrotic damage at the start of its turn.
The dryad has six vines. Each vine can be attacked (AC 20; 10 hit points; immunity to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lichen Lich Lichen liches are the undead remnants of powerful druids. A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines writhing within its chest
cavity. These vines exude viscid and poisonous black fluid. Lichen Lich
Medium undead
Armor Class 20 (natural armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
11 (+0)
DEX
16
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by
the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. Turn the Faithless. You can use your Channel Divinity to utter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the crystalline vines that ravaged your world. You can just make out figures on the other vessel’s deck scrambling to arm the ship’s mangonel.
“Astral elves,” curses Captain Sartell, “and they don’t
star moth gets close enough to use its mangonel (at long range). Once that happens, Sartell orders her ship to turn about and close with the astral elves as quickly as possible to minimize the Dark
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
attacks at range from behind the cultists, staying close to the entrance to areas 5 and 6. If the characters kill or incapacitate all of Neronvain and Chuth’s servants, the dragon hides in the pool
. Characters swimming through the underwater passage might be suddenly restrained by underwater vines, making them easy targets for the dragon’s breath weapon, or putting them at risk of drowning if they