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Returning 35 results for 'before being divided continual radius'.
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Magic Items
Dungeon Master’s Guide
minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
Magic Items
Dungeon Master’s Guide
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
degrees clockwise provided its legs are extended.
8
Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
The light turns off.
9
The apparatus
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
Monsters
Bigby Presents: Glory of the Giants
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is
Monsters
Bigby Presents: Glory of the Giants
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"fire"} fire damage.
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
their banks; snow, dust, or sand forms deep drifts or dunes.
Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
Winds. High wind blows within
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
The giant creates a 20-foot-radius sphere of fog (or murky water
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
total damage of the gems is divided equally among all creatures in the line.
91-95
A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that
Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36
An animal appears in the unoccupied space
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Monsters
Fizban's Treasury of Dragons
amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy
-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy
-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
and slightly damp. Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius. Chimneys. Two chimneys connect the main
most often sleeps in the largest upper chamber of the lair. The dragon’s hoard is divided between that area and the chamber at the opposite end of the upper level. The magic of the lair sometimes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cloud. 31–33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34–36 An animal appears in the unoccupied
appears; and on a 51–100, a rat appears. See the Monster Manual for the animal’s statistics. 37–46 You cast lightning bolt. 47–49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cloud. 31–33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34–36 An animal appears in the unoccupied
appears; and on a 51–100, a rat appears. See the Monster Manual for the animal’s statistics. 37–46 You cast lightning bolt. 47–49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured. 41–45 A cloud of 600 oversized butterflies fills a 60
-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured. 46–50 You cast Lightning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured. 41–45 A cloud of 600 oversized butterflies fills a 60
-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured. 46–50 You cast Lightning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
extended. 8 Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The light turns off. 9 The apparatus sinks up to 20 feet if it’s in liquid. The apparatus
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
extended. 8 Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The light turns off. 9 The apparatus sinks up to 20 feet if it’s in liquid. The apparatus
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
)
Damage Resistances bludgeoning, piercing
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
yggdrasti is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains one use of Lightning
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Each creature within a 20-foot-radius area of the bend in the south end of the corridor must make a DC 17 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
swims forward. The apparatus walks or swims backward. 7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right. 8 Eyelike fixtures emit bright light in a 30-foot radius and dim light
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in a 20-foot-radius sphere centered on a point the dracolich can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw
threat (see “Zikzokrishka’s Phylactery” at the end of the adventure). Treasure Hoards Zikzokrishka has divided her treasure into two separate hoards (marked “a” and “b” on the map) and carefully buried
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Might. The world is divided into the strong who rule and the weak who obey or die. 3 Cunning. Always have a backup plan ready, especially if it involves betraying someone. 4 Strength. Strength is the
a radius of 60 feet. 20 Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can’t be blinded, deafened, or stunned.
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature
light in a 5-foot radius and dim light for an additional 5 feet
12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher 120 feet Bright light
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within
rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose
vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
radius. They can’t be blinded, charmed, frightened, or paralyzed. They have an Intelligence of 2 (–4), a Wisdom of 6 (–2), and a Charisma of 1 (–5). They lose the Pack Tactics trait and all languages they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him. Khyber Shards. Rak Tulkhesh’s soul is divided
foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.
Actions
Multiattack. Rak Tulkhesh makes four weapon attacks.
Spawned Melee Weapon. Melee






