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Returning 35 results for 'before being diameter confined receive'.
Spells
Player’s Handbook
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision
with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Arcane Eye
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet
of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Magic Items
Lost Laboratory of Kwalish
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
servants before you can claim the monastery as yours.
Vizier. At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human’s weapon can kill one of them, so a tribe has little
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
of an otherwise empty alcove, and carved into the top of the disk is a serpentine symbol.
The room contains four pits, each one a bell-shaped chamber 10 feet deep and 10 feet in diameter. The pits
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Kubazan receive advice when entering this area: Fickle I’jin urges her host to pull the lever. What harm could it do? Fearless Kubazan insists that his host jump to the platforms, even if others are better
equipped to do so. Floating Platforms The circular wooden platforms are 10 feet in diameter and hover between 6 and 12 feet apart, as shown on map 5.3. They float at the same level as the balconies
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
20. Haunted Cage Hanging by a chain from the ceiling of this dark, rectangular room is an old diver’s cage with barnacles clinging to it. The cage is eight feet tall, five feet in diameter, and
location. If the characters kill the slug creature in area 24, the ghost is laid to rest, and the characters receive XP as though they had defeated the ghost in combat. Treasure. When the ghost is laid to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
(commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can teleport the golem up to their level, or send one of their own into the pit. Advice from the Spirits Any characters inhabited by the spirits of Moa or Papazotl receive advice when entering this
weapons. Metal objects sealed in containers are protected. The chest is a Small object with AC 12, 10 hit points, and immunity to poison and psychic damage. Treasure The chest contains two 1-inch-diameter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Papazotl receive advice when entering this area: Cautious Obo’laka advises her host to not disturb the throne or pick
worth 0 XP. If the characters turn or destroy any of the artists, a tyrannosaurus zombie (see appendix D) bursts up from a cavity beneath the floor and attacks, leaving a 20-foot diameter hole and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carrying spears and ornate jugs. The ceiling is painted to look like a clear blue sky. A small bejeweled cockroach rests atop a sarcophagus of black basalt in the middle of the room. A two-foot-diameter
one. Questioning Napaka Queen Napaka has been dead for more than a century. If a speak with dead spell is cast on her corpse, the characters can ask it questions about Omu and receive honest answers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sunlight, and creatures averse to sunlight are affected by it. The gargoyle heads are 5 feet tall and 5 feet wide, with mouths that are 2 feet in diameter. Behind each head, an airtight stone valve blocks a
sunlight dispels it and prevents the trap from triggering. Advice from the Spirits Any characters inhabited by the spirits of Kubazan or Moa receive advice when entering this area: Spirited Kubazan
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
one skill of your choice for the duration of the adventure. Otherwise, this card has no effect. Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed
meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
spirits receive advice when entering this area: Fickle I’jin encourages her host to investigate the mist-filled archway on the south balcony (see “Mist Gate” below). Adventurous Kubazan expects his host
crystal cylinder 20 feet high and 10 feet in diameter. The adamantine struts that suspend it above the lava attach to an adamantine ring around the cylinder’s midsection. Under the scrutiny of a detect
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinks into the floor, creating an open passage to the tomb (area 35B). The “medallion” worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
their brackets, they never burn out. If a torch is removed from its bracket, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of Nangnang or Shagambi receive advice
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
swamp moss and reeds plastered together with mud. The huts range from about 15 to 25 feet in diameter, and each has a single, low entrance. Some have small, round windowlike openings, and a few have
surface for air. The thick, muddy bottom is littered with the bones of the grungs’ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
receive these quests. MORE OF UNDERMOUNTAIN TO LOVE
There are vast sections of Undermountain, including hidden levels, beyond those described in this book. Halaster seals off portions of the
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure (see “Treasure” below). Advice from the Spirits Any characters inhabited by the spirits of Kubazan, Obo’laka, or Wongo receive the following advice: Impulsive Kubazan urges his host to attack
sphere of iron, 6 feet in diameter and floating 20 feet above the floor. A Nystul’s magic aura spell placed on the sphere makes it seem like an evil aberration to features or magic that can sense such
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each one. The crystal under the configuration labeled “3” glows bright green. Three six-inch-diameter rusty iron pipes jut from the wall above the engravings.
When the characters reach this room
gray slime found in puddles throughout this level. Advice from the Spirits Any characters inhabited by the spirits of Papazotl, Unkh, or Wongo receive advice when entering this area: Shrewd Papazotl
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wisdom and counsel. A portal hidden in the temple complex is the only means of reaching her. The oracle sends her attendant, Alessia, through the portal regularly to convey and receive messages. Three
Wisdom (Perception) check if not revealed by Shir. Below the trapdoor is a 5-foot-diameter stone-walled well with a sturdy wooden lift. The well descends 20 feet before opening up into a 40-foot-square
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
, or just her right hand. If the characters are working for the Golden Vault, they know the organization would not approve of this method. The characters receive no reward from the organization if they kill or mutilate Prisoner 13.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Brelish soldiers from area L3 or alert one of Glaive’s scouts to the characters’ location. The 20-foot-diameter cylinder of light extending up at the back of this foot is an antigravity well (see the
: Leg Shafts Each of Landro’s 130-foot-tall legs contains two 20-foot-diameter, cylindrical antigravity wells, one in its calf and one in its thigh, connected at the knee by a 20-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
, or just her right hand. If the characters are working for the Golden Vault, they know the organization would not approve of this method. The characters receive no reward from the organization if they kill or mutilate Prisoner 13.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
role; no one else can take the captain’s place. Second, only one character can attempt an officer’s check; they can’t receive help. Once all the checks related to the group check have been rolled, the
-tumble bunch, and cramming them into a ship’s confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
distance. If they investigate, they come to an o’-well that is 10 feet tall and 5 feet in diameter. A steady geyser of water shoots from the well, rising to a height of 30 feet above the well. Characters
character can receive only one such vision. Stream of Visions d8 Scene 1 A headless, child-sized scarecrow with metal lobster claws for hands tries on some new heads, including an upside-down wooden
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
attack rolls and dealing 4 (1d4 + 2) bludgeoning damage on a hit. Their uncle, Thullen (see area 28), checks on them occasionally, but they receive little attention from their mother, since they are too
telescopes. Piles of rocks, which the giants use for ammunition, are next to two of the telescopes. A fountain with a spout shaped like a silver dragon bound in chains feeds water into a 40-foot-diameter, 5
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
extradimensional magic created by worshipers of Gond (god of craft). An intricate clockwork device is suspended in a two-foot-diameter, faintly glowing crystal orb embedded in the ceiling over the bar. The Avowed
consent to receive a signed and sealed letter of admittance. The wax seal must be intact and unbroken when the letter is presented to the Keeper of the Emerald Door. The Keeper determines the letter’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fifteen straw mattresses are placed around the room, each with a small wooden chest at its foot. A long table is in the center of the room, with benches to each side.
Four lizardfolk warriors receive
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reveals that these are Underdark spores. A 20-foot-diameter fishbowl dominates the room. Filled with water, it also contains a small coral reef, a miniature shipwreck, and a sunken treasure chest. A
smaller fishbowl, 3 feet in diameter, rests on a pedestal next to the larger bowl. A dwarf wearing a skullcap adorned with eyestalks feeds a trout-sized fish that swims in circles in this smaller bowl. A 10
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on itself on a success. If the mycelium is destroyed, the room is engulfed in a psychic backlash. Those present receive visions of an endless forest of tower-sized mushrooms, a woman wearing a holy
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object






