Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'scores gust location'.
Other Suggestions:
score guise location
score gust locations
score gift location
score gust location
stored goat location
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
Monsters
Storm King's Thunder
animates one or two trees he can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the
using Wisdom as the spellcasting ability (spell save DC 15):
At will: druidcraft, guidance, resistance, speak with plants
2/day each: animal messenger, detect magic, entangle, goodberry, gust of wind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around the target, who must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (Costs 2
Monsters
Van Richten’s Guide to Ravenloft
":"necrotic"} necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target’s head. The
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18
of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless
intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise
presence and location.
If the dragon dies, the tracks fade in 1d10;{"diceNotation":"1d10","rollType":"roll"} days, but the other effects fade immediately.Fire
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, bestow
bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
damage plus 4 (1d8) necrotic damage.
Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
Sun. You gain 50,000 XP, and a wondrous item (which the GM
Spells
Xanathar's Guide to Everything
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 12. View Player Version A 2-foot-thick layer of fog covers the floor in many of the Maze Level’s tunnels and caves
; the area within the fog is heavily obscured. The fog can be cleared away by a gust of wind spell or similar magic. Fog that is cleared away returns in 1 minute. The stench of death pervades the entire level, growing stronger as the characters get closer to area 8a.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
location. The spirit can’t be harmed and doesn’t speak.
Fog cloud: Misty, harmless claws form in the fog.
Gust of wind: A ghastly moan accompanies the summoned wind.
Mage hand: The summoned hand is
Magic Items
Lost Laboratory of Kwalish
. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can’t exceed 24.
Sun. You gain proficiency in the skill of your choice for the
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Triton Traits Your triton character has the following racial traits. Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1. Age. Tritons reach maturity around
speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurer’s Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
Tavern Name Generator table in chapter 5 of the Dungeon Master’s Guide.) Some location entries include a suggested encounter that occurs when the characters first arrive or shortly thereafter. You can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind
appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it and creates a magical
gust of wind around the target, who must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (Costs 2 Actions). The giant
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
until the start of its next turn, as it laughs uncontrollably. A strong wind (such as that created by Gust of Wind) disperses the gas for 1 minute, while Dispel Magic disperses the gas for 24 hours. The
Intelligence of 3 or higher comes within 10 feet of a secret door, Nakari becomes aware of the creature’s presence and location but takes no immediate action.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) move at their normal burrowing speed, but this isn’t likely an option for the party. Underdark Travel Pace Pace Miles Per Day Effect Fast 8 −5 penalty to passive Wisdom (Perception) scores; no
becoming lost). For a fast pace, reduce the travel times by one third; for a slow pace, increase them by one third. Underdark Travel Times Location Velkynvelve Sloobludop Gracklstugh Neverlight Grove
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
group of these creatures lurks inside a location in the Doomvault (Dead in Thay), where they use their talent for mimicry to call for help — enticing would-be prey to come to their rescue before
makes two attacks: one with its bite and one with its hooves.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of adventurers with the aid of the intellect devourers’ Detect Sentience trait and therefore can’t be surprised. As intruders approach their location, the bugbears withdraw down the southern tunnel
and circle around to warn the goblinoids in area 23 of intruders. The bugbears know the perils of the western tunnel (area 21) and avoid it. Characters whose passive Wisdom (Perception) scores equal or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
its ability scores. Each guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1
charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location. See “Manipulating Time” below for more information. All damage dealt to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Monument to Tiamat Draconic devils roost in a giant skull, through which the dragon queen speaks with five tongues. — The Cartographer When the characters arrive at this location, read or paraphrase
dragon queen chooses to reply, her five hissing voices issue from the darkness, amplified by the skull as they give commands and finish each other’s sentences. It would be madness to assault this location
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Brandath family is an old one. Lord Dagult Neverember married into it for its wealth, and Lady Brandath gave birth to his son, Renaer. It’s a dark irony that Neverember entrusted the location of his
, set to trigger when a humanoid creature passes over the step. The glyph can’t be spotted unless the dust on the floor is cleared away by a gust of wind spell or some other means. Once the dust is swept
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
— 88–91 Talons 89–96 92–96 Throne 97–00 97–00 Void Each card’s effect is described below. Balance You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease
another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— 88–91 Talons 89–96 92–96 Throne 97–00 97–00 Void Each card’s effect is described below. Balance You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease
another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no






