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Returning 35 results for 'being before deciding cage range'.
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Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Spells
Player’s Handbook
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a
Monsters
Eberron: Forge of the Artificer
Multiattack. The enforcer makes three Dagger attacks. It can replace one attack with a use of Lightning Cage if available.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"Piercing"} Piercing damage
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
","rollDamageType":"piercing"} piercing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2
Kobold Inventor
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
","rollDamageType":"piercing"} piercing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
finesse property.
83–84
The moonblade gains the thrown property (range 20/60 feet).
85–86
The moonblade functions as a defender.
87–90
The moonblade scores a critical
this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00
The moonblade functions as a vorpal sword.
Sentience
A
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Imprisoned Ultroloth When the characters arrive here, they spot an ultroloth imprisoned in the iron cage suspended over the chasm. The iron crane has a magically powered winch mechanism that
repeatedly dunks the cage into the goo, nearly drowning the prisoner with each submersion. The ultroloth, Baazit, is bound by dimensional shackles that prevent it from teleporting away. Baazit contacts the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Soul Cage 6th-level necromancy Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies Range: 60 feet Components: V, S, M (a tiny silver cage worth 100 gp
) Duration: 8 hours This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
desk are ink pots and ink-stained quills. Dangling from a rafter near the desk is a rusty cage that holds three folded paper birds flitting about like moths.
Endelyn writes her correspondence on
poisoned conditions. They deal damage by slicing creatures with their sharp edges (the attack is otherwise identical to the hawk’s Talons attack). The cage contains three folded birds that Endelyn has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
within their own ranks, members of any faction might bristle at having to work alongside (much less take orders from) members of other factions. Chain of Command In addition to deciding how the
take on the roles of their faction allies as well as their regular characters. This can range from letting each player control the overall actions of the NPCs in a single faction, to creating multiple
Compendium
- Sources->Dungeons & Dragons->Monster Manual
battle with the type of monster that slew the hero it resembles.
Exercise discernment when deciding the golem’s appearance, as your creation is likely to long outlive its model.
—Manual of
combination.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.
Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage.
Bonus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Humanoids and the Gods When it comes to the gods, humans exhibit a far wider range of beliefs and institutions than other races do. In many D&D settings, orcs, elves, dwarves, goblins, and other
ignored by the gods, or are those races the deciding factor that can tilt the balance of power in favor of one god or another?
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their hut (area 5A) while the dwarves sleep in a cage behind it. If the dwarves are rescued, they behave and act as described in the “Prisoners of the Yakfolk” sidebar. Water Wheel Characters can try to
warn Kartha-Kaya. The boars pursue characters who flee from the barn. At night, the yakfolk retires to a nearby hut while its workers are locked in an iron cage next to the barn. If the prisoners are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Angels in the Outlands CoupleOfKooks “If you think you’re prepared for the ultimate struggle between good and evil, the deciding contest between all that is righteous and all that is foul, then to
, while elephantine demons on the other side trumpet at them through barbed trunks to break their concentration.
A boxy, winged modron in a padded helmet with a face cage hovers in front of your castle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
malodorous ogre with rotting, half-frozen skin and an empty right eye socket. It howls in despair at the sight of you. Another cage holds a pair of nervous goats. The third cage is empty. Leaning against a
. The zombie has been enslaved and browbeaten by the duergar and does as they command. Inside its cage, it can do no harm to anyone. If they haven’t already done so, the duergar from the bunker (area O1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Weapon Invention. The kobold uses one of the following options (roll a d8
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft
., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Weapon Invention. The kobold uses one of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are of duergar make. A character proficient in History also realizes the duergar clan that once used these marks is long gone, overwhelmed by mind flayers many generations ago. G3: Cage Workshop Stamps
. A cage in the southeast corner bears inward-pointing spikes.
Four feral ashenwights (see appendix A) are bound to the workshop in which they worked while alive. They attack trespassers and fight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Features” earlier in this chapter). 81–82 The moonblade gains the finesse property. 83–84 The moonblade gains the thrown property (range 20/60 feet). 85–86 The moonblade functions as a defender. 87–90
, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. 00 The moonblade functions as a vorpal sword. Sentience. A moonblade is a sentient neutral good
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a hit. 76–80 The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack. 81–85 The
changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 7. Griffon Aviary Haphazardly arranged about this untidy room are five tall wooden cages. Five griffons are kept here, one locked in each cage. The griffons peck and scratch at their cages, and the
them in area 8. She investigates any such disturbance. The griffons are trained to obey Sansuri and no one else. If an alarm sounds, Sansuri emerges from area 8, uses an action to unlock each cage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
orcs aren’t particularly vigilant, but they do start shooting if the sentries in area 1 call for help. The orcs are armed with longbows instead of javelins: +3 to hit (range 150/600 ft.); 5 (1d8 + 1
from within the southeastern passageway, and a crude wooden cage door closes off the southern exit. The floor is covered with sleeping furs, crates, sacks, and rubbish.
The second orc raiding party
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stout iron cage with a gate at the bottom. The key to the gate hangs on a wall peg opposite the top of the stairs. As soon as characters advance into the room as far as the top of the stairs, they come
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
iron cage with a gate at the bottom. The key to the gate hangs on a wall peg opposite the top of the stairs. As soon as characters advance into the room as far as the top of the stairs, they come
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge






