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Returning 35 results for 'before being draining clear radius'.
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Monsters
Spelljammer: Adventures in Space
Illumination. While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius.
Unusual Nature. The blight doesn’t require air or sleep.Multiattack. The blight makes
two Heat-Draining Vine attacks.
Heat-Draining Vine. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Heat-Draining Vine"} to hit, reach 10 ft., one target. Hit: 6 (1d6
Monsters
Strixhaven: A Curriculum of Chaos
until the start of the professor’s next turn.
Essence Pulse (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Essence Pulse"}. The professor creates a life-draining
vortex in a 30-foot-radius sphere centered on itself. Each creature of the professor’s choice that it can see within that area must make a DC 15 Constitution saving throw, taking 23 (5d8
Devourer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
only one creature at a time.
Soul Rend (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Soul Rend"}. The devourer creates a vortex of life-draining energy in a 20-foot radius
Monsters
Strixhaven: A Curriculum of Chaos
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
using harmful magic while on campus.
University officials believe Murgaxor began his illicit experiments with life-draining magic shortly after he enrolled as a student.
In his third year
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d6", "rollType":"recharge", "rollAction":"Soul Rend"}. The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18
Monsters
Curse of Strahd
to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that
Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would
Spells
Elemental Evil Player's Companion
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area
requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
Monsters
Van Richten’s Guide to Ravenloft
a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or take 31 (6d8 + 4);{"diceNotation":"6d8+4","rollType
;s souls.
In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had
Zaratan
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area
action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature
successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
Monsters
Fizban's Treasury of Dragons
following features:
Shelf Floor. The sandy beaches represent the ocean floor at a depth of 100 feet, which is coated in a soft layer of fine sediment. The water around the lair is clear but dimly lit
instead.
Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
)
DEX
8 (−1)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
3 (−4)
Damage Resistances cold, radiant
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Illumination. While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius.
Unusual Nature. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
)
WIS
10 (+0)
CHA
3 (−4)
Skills Stealth +4
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
Languages understands
target is missing any of its hit points), reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Life-Draining Vines (Recharge 6). Snaking vines erupt from the blight. Each creature within 10
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wall of Force 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powder made by crushing a clear gemstone) Duration: Concentration, up to 10 minutes An
or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wall of Force 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powder made by crushing a clear gemstone) Duration: Concentration, up to 10 minutes An
or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
has rendered much of the journal unreadable, but what remains reveals sinister thoughts. It’s clear that some nefarious personality has been experimenting with life-draining magic in the marsh and has
notes that Murgaxor’s last step in this scheme involved the Rose Stage Festival, so it’s clear he has no more immediate plans to threaten campus. However, this isn’t the end of his villainy—the true
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. If a pillar is created under a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
glyph erupts with magical energy in a 20-foot-radius sphere centered on the statue. Each creature in the area must succeed on a DC 14 Dexterity saving throw, taking 22 (5d8) thunder damage on a failed
carved into its stomach that form a maze. Any character who studies the grooves and succeeds on a DC 10 Intelligence check sees a clear pathway through the labyrinth. That character is then bestowed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. If a pillar is created under a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and succeeds on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each
rain-catching cistern on the roof. Next to the basin is a stone plug that can be used to keep the water from draining out through the hole in the bottom of the basin. Vestibule. The western door off
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
primal beauty that is found nowhere else that I know of. Hartsvale is far in the windswept north, a fertile mountain valley where the Ice Spire Mountains abut the High Ice. The Clear Whirl River, easily
Spires. The river splits as it runs through the hilly lands, eventually draining into a series of lakes along the southern edge of the vale. Two small woods also grow in the vale, one along its northern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blindsight out to a range of 60 feet and is blind beyond this radius. It activates when a creature comes within 60 feet of it. Once it is activated, Shockerstomper attempts to destroy all creatures in
action to try to clear the obstruction, which requires another successful DC 15 Strength (Athletics) check. Shockerstomper has no ability to clear an obstruction itself.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be
initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Clear
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vampire. Rahadin continued to do his master’s bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning
her people were living among the Vistani when they heard of Tatyana’s death and Strahd’s curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd’s love. This time, it was clear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
clear that even an hour spent resting could jeopardize their chances of success. Easing Up. It is possible to dial up the urgency to the point that the players feel they don’t have time to
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bright light in a 15-foot radius and dim light for an additional 15 feet.)
Corpses. The banshees recently finished off a pair of adventurers, leaving their corpses to rot in the squares marked X on
-draining wails as follows: Charinidia wails on her first turn in combat. Grazthrae wails after taking damage for the first time in combat. T’riizlin wails after one of the other banshees is destroyed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
and glow redly, and any attempt to use natural means to ignite a fire has only a 50 percent chance of success. Fire used as a light source has an effective radius only half normal. A creature takes 3
rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Myconids. The northern alcove is mostly clear of moss and fungi and filled with clouds of spores. Ten myconid sprouts and thirteen myconid adults gather here in silent meditation.
The centipedes
-foot radius and dim light for an additional 10 feet.
When not melding with its subjects, the myconid sovereign — named Floot — spends its time cultivating exotic mushrooms and crafting potions






