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Returning 35 results for 'strikes ground'.
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strike ground
Spells
Elemental Evil Player's Companion
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and
Empyrean
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an
earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Phandelver and Below: The Shattered Obelisk
physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.
Psionic Goblins
The
Magic Items
Bigby Presents: Glory of the Giants
Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.
While you are wearing
.
The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an
Monsters
Candlekeep Mysteries
.
Shadow Strikes (Costs 2 Actions). Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to
;
Bond. “I have many supporters in the Gloaming Court who worship the ground I walk on. They deserve a sovereign who is worthy of their love.”
Flaw. “Why should I worry about the
Monsters
Princes of the Apocalypse
elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects:
A dry, baking heat wave strikes the region within 10 miles of Imix’s
get out of its path. Wooden structures caught in the wildfire are destroyed.
Lava fountains erupt from the ground within 1 mile of Imix’s lair. Every hour, there is a ten percent;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tortured Earth If the earth node is still active, one of the tremors wracking the Dessarin Valley strikes almost under the party’s feet. The effect is like that created by an earthquake spell, but
the area’s radius is 1,000 feet. The saving throw DC is 15. As the tremor ends, a young purple worm with 184 hit points (challenge rating 13) burrows out of the ground. Driven into a frenzy by the quake, it attacks other living creatures nearby. It retreats rather than perishing in combat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tortured Earth If the earth node is still active, one of the tremors wracking the Dessarin Valley strikes almost under the party’s feet. The effect is like that created by an earthquake spell, but
the area’s radius is 1,000 feet. The saving throw DC is 15. As the tremor ends, a young purple worm with 184 hit points (challenge rating 13) burrows out of the ground. Driven into a frenzy by the quake, it attacks other living creatures nearby. It retreats rather than perishing in combat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tortured Earth If the earth node is still active, one of the tremors wracking the Dessarin Valley strikes almost under the party’s feet. The effect is like that created by an earthquake spell, but
the area’s radius is 1,000 feet. The saving throw DC is 15. As the tremor ends, a young purple worm with 184 hit points (challenge rating 13) burrows out of the ground. Driven into a frenzy by the quake, it attacks other living creatures nearby. It retreats rather than perishing in combat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tortured Earth If the earth node is still active, one of the tremors wracking the Dessarin Valley strikes almost under the party’s feet. The effect is like that created by an earthquake spell, but
the area’s radius is 1,000 feet. The saving throw DC is 15. As the tremor ends, a young purple worm with 184 hit points (challenge rating 13) burrows out of the ground. Driven into a frenzy by the quake, it attacks other living creatures nearby. It retreats rather than perishing in combat.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Approaching by Land If the characters approach the observatory by land, read the following text: Clambering over the rocky ground of Stormwreck Isle, you spot strange, twisted protrusions of glassy
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Approaching by Land If the characters approach the observatory by land, read the following text: Clambering over the rocky ground of Stormwreck Isle, you spot strange, twisted protrusions of glassy
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Approaching by Land If the characters approach the observatory by land, read the following text: Clambering over the rocky ground of Stormwreck Isle, you spot strange, twisted protrusions of glassy
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Approaching by Land If the characters approach the observatory by land, read the following text: Clambering over the rocky ground of Stormwreck Isle, you spot strange, twisted protrusions of glassy
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Saviors of Safeton
you to do the same. Read or paraphrase the following aloud: “You honor us with your presence, Lord of Swords,” Wenfleda says, eyes on the ground in a show of humility.
“Rise, faithful Wenfleda,” the
final wish.”
Area Information The temple has the following features. Terrain. The ground is flat, hard, and does not impede movement. The arena created by the wall of swords is a circle 40 feet
Compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Saviors of Safeton
you to do the same. Read or paraphrase the following aloud: “You honor us with your presence, Lord of Swords,” Wenfleda says, eyes on the ground in a show of humility.
“Rise, faithful Wenfleda,” the
final wish.”
Area Information The temple has the following features. Terrain. The ground is flat, hard, and does not impede movement. The arena created by the wall of swords is a circle 40 feet
Compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Saviors of Safeton
you to do the same. Read or paraphrase the following aloud: “You honor us with your presence, Lord of Swords,” Wenfleda says, eyes on the ground in a show of humility.
“Rise, faithful Wenfleda,” the
final wish.”
Area Information The temple has the following features. Terrain. The ground is flat, hard, and does not impede movement. The arena created by the wall of swords is a circle 40 feet
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 13: The Cult Strikes Back During the course of this adventure, the heroes undertake various activities to thwart the plots of the Cult of the Dragon. The cult’s awareness of the characters
should be placed for maximum effectiveness. The cult’s attacks can happen anywhere, but the characters are at greatest risk while on their home ground. The cult wants its enemies to know that they aren’t
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Air Elemental An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also
saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Chapter 13: The Cult Strikes Back During the course of this adventure, the heroes undertake various activities to thwart the plots of the Cult of the Dragon. The cult’s awareness of the characters
should be placed for maximum effectiveness. The cult’s attacks can happen anywhere, but the characters are at greatest risk while on their home ground. The cult wants its enemies to know that they aren’t
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 13: The Cult Strikes Back During the course of this adventure, the heroes undertake various activities to thwart the plots of the Cult of the Dragon. The cult’s awareness of the characters
should be placed for maximum effectiveness. The cult’s attacks can happen anywhere, but the characters are at greatest risk while on their home ground. The cult wants its enemies to know that they aren’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Air Elemental An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also
) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Air Elemental An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also
saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object