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Returning 35 results for 'through falling deals'.
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through flaring death
through facing death
through failings death
through feeling death
through flaming death
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
during a turn.Violent Retaliation. If a creature within 10 feet of the draconian hits it with an attack, the draconian can make one Claw attack against that creature. If the Claw attack hits, it deals
only minimally help to slow a falling traag’s descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its body with vicious fire, burning all in its wake. When a traag draconian dies, its body explodes in a thick, disgusting sludge.
Monsters
Vecna: Eve of Ruin
takes no falling damage.Multiattack. The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available.
Bite. Melee Weapon Attack: +10
succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute.
While the target is frightened, the phantom deals 21 (6d6);{"diceNotation":"6d6", "rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t regenerate.
Thorny Body. At the start of its turn, the thorny deals 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Thorny Body", "rollDamageType":"piercing"} piercing damage
peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby.
The mold is found only
Monsters
Waterdeep: Dungeon of the Mad Mage
to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
","rollAction":"Dwarven Thrower","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra 1d8;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Improvising Damage A monster or effect typically specifies the amount of damage it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you
suggestions for when you do so. Improvising Damage Dice Examples 1d10 Burned by coals, hit by a falling bookcase, pricked by a poison needle 2d10 Being struck by lightning, stumbling into a fire pit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creatures, increasing the chance of an encounter to 1–3 on a d6.
Fire. Webs burn away when exposed to any attack or effect that deals fire damage. This causes several strands to break, and all creatures within 30 feet of the affected area must make a saving throw to avoid falling (see “Falling”).
. Any creature that falls can potentially become entangled in the webs (see “Falling”).
Falling. Whenever a creature takes damage while traversing the Silken Paths, or whenever the webs upon which
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
does his utmost to keep Iymrith from fleeing by attempting to grapple her on later turns. After falling debris deals damage for 2 rounds, the ceiling collapses the next time initiative reaches 0
in area 6 must make a DC 20 Dexterity saving throw, taking 21 (6d6) bludgeoning damage from falling debris on a failed save, or half as much damage on a successful one. Harshnag refuses to leave and
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
where the fissure opens must succeed on a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure on a spot where
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, noble, spy, thug Signature Spells: Mending (cantrip), Tenser’s floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Mammon’s greed overwhelms everything else. He deals with
mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons are prone to falling prey to Mammon’s temptations
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a black pudding deal acid damage. Bludgeoning. Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage. Cold. The infernal chill radiating from an ice devil's spear
' claws deal slashing damage. Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a black pudding deal acid damage. Bludgeoning. Blunt force attacks — hammers, falling, constriction, and the like — deal bludgeoning damage. Cold. The infernal chill radiating from an ice devil’s
monsters’ claws deal slashing damage. Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
damage from the collision, and everyone aboard must succeed on a DC 10 Strength or Dexterity saving throw to avoid falling overboard. Falls or Locks Any character with a passive Wisdom (Perception
, falling 1d6 × 10 feet into a pool or river 1d6 × 5 feet deep. A creature swept over the falls must succeed on a DC 11 Dexterity saving throw or take 1d6 bludgeoning damage per 10 feet fallen. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, or deals damage. Nangnang (female) NE Selfish and cruel “I won’t share with others.” Shagambi The host can move up, down, and across vertical surfaces and upside down along ceilings, while leaving
others to do as I command.” Kubazan The host can’t be surprised, gains advantage on all Wisdom checks, and never takes damage from falling. Shagambi (female) NG Wise and virtuous “I never show mercy to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the falling statue. Behind the toppled statue is a narrow passage 4 feet above the floor (see area 10). Treasure. The eyes of the statue are pieces of polished obsidian worth 10 gp each. The sword is a
+1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. The sword comes free easily, if any character pulls it up and out.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
provoking opportunity attacks. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
booming, bear-like roar. Qurrok likes physical challenges. He neither shies away from combat nor backs down from a fight unless his mother, Speleosa, commands him to. FALLING FROM MADDGOTH'S CASTLE
If a
final 40 feet before impact. Because the reducing effect creates more relative distance between the creature and the cavern floor, a fall from anywhere on the castle deals 20d6 bludgeoning damage on impact.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the Bigby’s hand spell tries to shove the creature away from the door. The creature must succeed on a DC 15 Strength saving throw or be pushed off the balcony, falling onto the Orrery of Tragedies and
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to
it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sticky tendrils, which it uses to lower the potions within easy reach. Sunlight, any effect that cures disease, or any effect that deals radiant or necrotic damage destroys the mold. If the mold is
destroyed while the potions are still hidden in its mass, the potions fall and shatter on the floor. A character in the alcove can use a reaction to try to catch one falling potion, doing so with a successful DC 11 Dexterity saving throw.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
round and takes no falling damage.
Actions
Multiattack. The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available.
Bite. Melee
of itself. The target must succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute.
While the target is frightened, the phantom deals 21 (6d6) psychic damage to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character who pulled the lever can avoid falling by hanging onto it. The pit remains open until the lever is reset to its original position. Each creature falling into the pit takes 11 (2d10
) bludgeoning damage and is impaled on 1d4 spikes, each of which deals 3 (1d6) piercing damage and 5 (1d10) poison damage. Any creature that takes poison damage from one or more spikes is poisoned for 24 hours
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
support its hulking body in true flight, and they only minimally help to slow a falling traag’s descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its
only once during a turn.
Reaction
Violent Retaliation. If a creature within 10 feet of the draconian hits it with an attack, the draconian can make one Claw attack against that creature. If the Claw attack hits, it deals an additional 4 (1d8) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the trap by taking the needle out of the mechanism requires the use of thieves’ tools and a successful DC 10 Dexterity check. The needle deals 1 piercing damage and 11 (2d10) poison damage if it hits
treads on the lid.
Each pit is spiked at the bottom, so someone who falls in takes falling damage plus 11 (2d10) piercing damage from the spikes. The spikes are also poisoned, so someone injured by
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally
someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
-In. Attempting to dig upward through the rubble in the west end of the room results only in more detritus falling into the area. Any further collapse deals 2 (1d4) bludgeoning damage to each digger
feet of it must succeed on a DC 15 Dexterity saving throw to avoid the falling door. On a failed save, a creature takes 7 (2d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap triggers it. Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or
. The trap makes two attacks against the triggering creature. Each attack has a +8 attack bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or disadvantage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
with 0 hit points and doesn’t regenerate.
Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it.
Actions
Bite. Melee Weapon Attack: +3 to hit
russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. RUSSET MOLD
The
thorny deals 2 (1d4) piercing damage to any creature grappling it.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Vegepygmy Chief
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
’ battle balloon. When the needle makes contact, it automatically deals sufficient damage to the balloon to create a slow-leaking puncture. This doesn’t cause a sudden crash, but the battle balloon begins
ring of feather falling. The characters get another chance at Splugoth in episode 6. Mopping Up If the characters capture the Six’s airship, they find it is in a sorry state. It will not fly much longer
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties
. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure