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Returning 35 results for 'before buildings draining contents range'.
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Monsters
Monster Manual
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Thorn Volley. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Thorn Volley"}, range 60/180
Spells
Player’s Handbook
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again
.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a
Spells
Player’s Handbook
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Spells
Player’s Handbook
up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
Monsters
Adventure Atlas: The Mortuary
skitter along steep inclines, walls, and ceilings, and the coffin’s spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden
during the day, while a necromancer might enlist animated coffins to conscript corpses from faraway settlements into an Undead army.
Animated coffins are rarely empty. The Animated Coffin Contents
Incubus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Succubus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Monsters
Strixhaven: A Curriculum of Chaos
the attacks with a use of Spellcasting.
Mortality Spear. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Mortality Spear"} to hit, reach 5 ft. or range 120
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bolt Launcher"} to hit, range 120/480
bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition
Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
Lady of Pain.
Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs
Monsters
The Book of Many Things
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction
, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents
Demiplane
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Blight
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8
Mage Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from
open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Spells
Lost Laboratory of Kwalish
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
Monsters
Strixhaven: A Curriculum of Chaos
attacks.
Agonizing Burst. Melee or Ranged Spell Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Agonizing Burst"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 17
the titan doesn’t heal.Daemogoth titans are towering monsters that blight the land around them. A daemogoth grows in power over the course of decades spent feeding on sorrow and draining life from
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
Monsters
Curse of Strahd
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
Princes of the Apocalypse
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Boulder"} to hit, range 500 ft., one target. Hit: 46 (7d10 + 8);{"diceNotation":"7d10+8","rollType":"damage","rollAction":"Boulder
tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Deserved Transfer 2nd-Order Metamorphosis Power Manifestation Time: 1 action
Range: 30 feet
Duration: Instantaneous
You fire a bolt of draining psychic energy at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Entering the City When the characters see Omu for the first time, read: The jungle parts to reveal a dead city enclosed by sheer cliffs. Ruined buildings and stone boulevards rise like ghosts from
the floor of the misty basin. Colorful birds glide overhead.
A waterfall pours into the basin, creating a swollen river that floods much of the city before draining into a deep rift filled with molten
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Speedy Courier 4th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Duration: 10
minutes Classes: Warlock, Wizard You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Demiplane 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the
the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Attack Roll: +12, reach 10 ft. Hit: 25 (4d8 + 7) Bludgeoning damage.
Thorn Volley. Ranged Attack Roll: +12, range 60/180 ft. Hit: 20 (3d8 + 7) Piercing damage.
Life-Draining Root. Constitution
Blight; on 5–6, Needle Blight; on 7–8, Vine Blight.
Actions
Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses Life-Draining Root.
Slam. Melee
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Demiplane 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large
new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the
the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
streets and buildings composed of gray stone bricks. Other noteworthy features are summarized in the sections that follow. Bridges Bridges made of wood and metal span the magma lake at various points
two Smoldertown–Turbine Heights bridges, and the two bridges leading to the Overlook from Old Lockford and Turbine Heights. Buildings Most of Little Lockford’s buildings are single-story stone
Monsters
Fizban's Treasury of Dragons
pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and gems in an underwater cave (at the bottom of the map), the entrance






