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                        Returning 35 results for 'strong ground'.
                    
                
                        
                            
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                                        stone ground
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
                                                
                                            
                                                
                                                     so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
                                                
                                            
                                                
                                                    
Freezing
Wind
Stage
Condition
1
Calm
2
Moderate wind
3
Strong wind
4
Gale
5
Storm
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
                                                
                                            
                                                
                                                     outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , and the affected creature can’t benefit from being invisible.
Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other
                                                
                                            
                                                
                                                     creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.
Create Gargoyle (Costs 3 Actions). Ogrémoch’s hit points are reduced by 50 as he
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the ground.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6","rollType
                                                
                                            
                                                
                                                    "} bludgeoning damage if the korred is on the ground.
Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
                                                
                                            
                                                
                                                     (Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     it forms a bond, a gray render serves its master devotedly.
A gray render might be a strong ally, but it’s always an unpredictable one. In combat, a gray render fights viciously and never
                                                
                                            
                                                
                                                     ground
8
Attacks carts and wagons as if they were terrible monsters
9
Howls when it rains
10
Whines piteously in the dark
11
Buries treasure it finds
12
Chases birds, leaping into the air to catch them, heedless of the destruction it causes
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths
                                                
                                            
                                                
                                                     stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     strong wind.
The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative
                                                
                                            
                                                
                                                     a point on the ground that the lich can see within 120 feet of it. The lich is unaffected by the roots and vines. For all other creatures, the area becomes difficult terrain, and each creature in the
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     stone — a task impossible for anyone not as large and strong as an ancient dragon.
Klauth is one of the largest and most fearsome red dragons ever known in Faerûn. Huge but graceful, he
                                                
                                            
                                                
                                                     lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw
                                                
                                            
                                                
                                                     Effects
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the ground
                                                
                                            
                                                
                                                    
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating
                                                
                                            
                                                
                                                     following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature
                                                
                                            
                                        
                                                    Wind Wall
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
                                                
                                            
                                                
                                                     so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8
                                                
                                            
                                        
                                                    Control Weather
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain, hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
                                                
                                            
                                                
                                                    
1
Unbearable heat
2
Hot
3
Warm
4
Cool
5
Cold
6
Arctic cold
Wind
Stage
Condition
1
Calm
2
Moderate wind
3
Strong wind
4
Gale
5
Storm
                                                
                                            
                                        
                                                    Whelm
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each
                                                
                                            
                                                
                                                     creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
                                                
                                            
                                        
                                                    Cloudkill
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses
                                                
                                            
                                                
                                                     10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings
                                                
                                            
                                        
                                                    Elder Tempest
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
In addition, strong winds swirl in the area covered by the storm. The
                                                
                                            
                                                
                                                     lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType
                                                
                                            
                                        
                                                    Feather Token
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5
                                                
                                            
                                                
                                                     touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its
                                                
                                            
                                        
                                                    Quaal's Feather Token
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5
                                                
                                            
                                                
                                                     touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its
                                                
                                            
                                        
                                                    Geryon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving
                                                
                                            
                                                
                                                     see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.
Freezing strong winds howl around the area within 1 mile of the lair
                                                
                                            
                                        
                                                    Geryon (Summoner Variant)
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst from the ground at a point
                                                
                                            
                                                
                                                     in Stygia.
Freezing strong winds howl around the area within 1 mile of the lair.
Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a fan and a feather)
 Duration: Concentration, up to 1 minute
 A wall of strong wind rises
                                                
                                            
                                                
                                                     from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a fan and a feather)
 Duration: Concentration, up to 1 minute
 A wall of strong wind rises
                                                
                                            
                                                
                                                     from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
                                                
                                            
                                                
                                                     rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
                                                
                                            
                                                
                                                     rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     between towns or search the hills for sites of interest.
  You are trudging along through the barren countryside when you hear a low, distant rumbling. A moment later, the ground beneath your feet
                                                
                                            
                                                
                                                     begins shaking. The tremor is strong enough to start small slides of pebbles from the hillsides and cause shrubs and brush to wave from side to side, but then it subsides. A moment later, horrible insect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Ashen Grotto The Ashen Grotto is a burial ground for giants. Since it was first established—in a long-ago age when a great empire of giants stretched across the world—giants of all kinds have brought
                                                
                                            
                                                
                                                     their dead to be interred within this nexus of giants’ magic. Many giants hold strong beliefs and taboos about the grotto. Some might put aside a deadly enmity with their rivals to defend it against
                                                
                                            
                                        
                                                    Kobold
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds’ version of
                                                
                                            
                                                
                                                     earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     are not strong enough to climb to the ground on their own.  Map 2.13: Wreck of the Star Goddess Undead Scavengers When characters first arrive on the scene, they see eight ghouls lurking in the foliage
                                                
                                            
                                                
                                                    . The stern is the lowest piece, hanging precariously by its rigging about 50 feet above ground. The middle section appears to be 15 feet higher, and the bow section is firmly wedged into a nest of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     
     1  Unbearable heat 
   2  Hot 
   3  Warm 
   4  Cool 
   5  Cold 
   6  Arctic cold 
   Wind    Stage Condition 
     1  Calm 
   2  Moderate wind 
   3  Strong wind 
   4  Gale 
   5
                                                
                                            
                                                
                                                      Storm 
   
 Precipitation   Stage Condition 
     1  Clear 
   2  Light clouds 
   3  Overcast or ground fog 
   4  Rain, hail, or snow 
   5  Torrential rain, driving hail, or blizzard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    ) and parchment (books rendered illegible by water damage). A strong, foul smell hangs in the air. Troglodytes that live deeper beneath the ground have made incursions into the cave through narrow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     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->Player’s Handbook
                                                    
                                                
                                            
                                                    . When changing the wind, you can change its direction.  Precipitation   Stage Condition   1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
                                                
                                            
                                                
                                                     blizzard   Temperature   Stage Condition   1 Heat wave 2 Hot 3 Warm 4 Cool 5 Cold 6 Freezing   Wind   Stage Condition   1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm
                                                
                                            
                                        






