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Returning 35 results for 'been border diffusing continuously radius'.
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Monsters
Lorwyn: First Light
Cataclysm"}. Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4;{"diceNotation":"1d4", "rollType":"roll
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
Monsters
Bigby Presents: Glory of the Giants
Death Burst. When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Bigby Presents: Glory of the Giants
Death Burst. When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw
who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and
Monsters
Eberron: Rising from the Last War
. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction
use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
“Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5
no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever
6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5
no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever
6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped
seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped
seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped
seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5
no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever
6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
)
CHA
1 (−5)
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified
Senses blindsight 10 ft. (blind beyond this radius
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
)
CHA
1 (−5)
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified
Senses blindsight 10 ft. (blind beyond this radius
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
)
CHA
1 (−5)
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified
Senses blindsight 10 ft. (blind beyond this radius
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) cold damage.
Actions
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) cold damage.
Actions
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) cold damage.
Actions
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
island escaped the devastation wrought during the Last War, it remains a hotbed for clandestine activities.
Lyrandar wizards use magic to continuously alter Stormhome’s weather, turning the otherwise
, especially along the border with Thrane. The Crying Fields are a region of farmlands permanently scarred by magic and haunted by restless spirits. Aundairians claim their nation is stronger than ever
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
island escaped the devastation wrought during the Last War, it remains a hotbed for clandestine activities.
Lyrandar wizards use magic to continuously alter Stormhome’s weather, turning the otherwise
, especially along the border with Thrane. The Crying Fields are a region of farmlands permanently scarred by magic and haunted by restless spirits. Aundairians claim their nation is stronger than ever
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
island escaped the devastation wrought during the Last War, it remains a hotbed for clandestine activities.
Lyrandar wizards use magic to continuously alter Stormhome’s weather, turning the otherwise
, especially along the border with Thrane. The Crying Fields are a region of farmlands permanently scarred by magic and haunted by restless spirits. Aundairians claim their nation is stronger than ever
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
Cataclysm (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4 to determine damage type: 1—Acid; 2—Fire; 3—Lightning; 4—Thunder). Success: Half damage.






