dust devil dnd

This article is a stub. EDIT: Looks like the capitalization of "dust" was fixed. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn.

As a bonus action, you can move the dust devil up to 30 feet in any direction. for an ancient blue dragon), so this is just a statblock provided for the variant already mentioned there. View wiki source for this page without editing. The dust devil makes two slam attacks. Thoughts on how to use them well in combat? Hit: 14 (2d8 + 5) bludgeoning damage. On a successful save, the creature takes half as much damage and isn’t pushed. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. Is this an unofficial monster statblock, created for this article? Click here to edit contents of this page. Notify administrators if there is objectionable content in this page. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. A face mask, masked earmuffs, slayer helmet, Helm of Devilry, Helm of Keening or Mask of Dust is required to slay them, whether in the Smoke Dungeon or Chaos Tunnels, because of their effects on players without protection. Check out how this page has evolved in the past. The entire time you are in the Smoke Dungeon, you must have the facemask or Slayer helmet equipped, or you will die very quickly. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. See pages that link to and include this page. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. As a Dust Devil Spell 5E you need to select an unoccupied 5-foot cube of air which you can able to see within a range. Duration: Concentration, up to 1 minute. Click here to toggle editing of individual sections of the page (if possible). Environment: An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. General Wikidot.com documentation and help section.
As a bonus action, you can move the dust devil up to 30 feet in any direction. A funneling cloud of whirling air with a vague semblance of a face, they can turn themselves into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. References Edit Whirlwind (Recharge 4–6). Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you can see within range. Dust devils usually scour the land within 6 miles of a Blue Dragon Lair. The cloud heavily obscures its area. At Higher Levels. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Range: 60 feet 1. On a successful save, the creature takes half as much damage and isn’t pushed. Only difference that I can tell from Air Elementals is that Dirt Devils can't fly. At Higher Levels. Hit: 14 (2d8 + 5) bludgeoning damage. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. On a successful save, the creature takes half as much damage and isn’t pushed. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. Change the name (also URL address, possibly the category) of the page. Choose an unoccupied 5-foot cube of air that you can see within range. Multiattack. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Wikidot.com Terms of Service - what you can, what you should not etc. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. Creative Commons Attribution-ShareAlike 3.0 License. They're a regional effect around Blue Dragon lairs. View/set parent page (used for creating breadcrumbs and structured layout). A dust devil is a strong, well-formed, and relatively short-lived whirlwind, ranging from small (half a metre wide and a few metres tall) to large (more than 10 metres wide and more than 1000 metres tall).The primary vertical motion is upward. 2. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Slam. Also, an elemental force which resembles a dust devil will appear in the cube and also it lasts for the spell’s duration. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Choose an unoccupied 5-foot cube of air that you can see within range. Find out what you can do. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Dust devil on the hand would be useful to create areas of obscurement, probably useful for denying range attackers, escape, cover, etc. The dust devil makes two slam attacks. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Casting Time: 1 action Dust Devil 5e. Any of the creature which you chose ends its turn within 5 feet of the dust devil and it should make a strength saving throw. Air Form. It can move through a space as narrow as 1 inch wide without squeezing. Any creature that ends its turn within 5 … Dust Devil Read More » Each creature in the dust devil's space must make a DC 13 Strength saving throw.