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Returning 35 results for 'being before diameter continual rules'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
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Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The kruthik makes two Stab or Spike attacks..
Stab. Melee
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
Magic Items
Princes of the Apocalypse
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
feet high and hallways are 15 feet high. Rooms and corridors are brightly lit by continual flame spells cast on wall sconces. Most doors are single, circular slabs of stone, 8 feet in diameter and 6
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10 feet above the floor is a navigation orb (see appendix B) that Zephyros uses to control the movement of the tower. Zephyros uses magic to move between levels. A 20-foot-diameter hole in the floor
weighs 250 pounds has gilded silver covers. It contains all the spells that Zephyros has prepared plus the following additional spells: arcane eye, continual flame, fire shield, hypnotic pattern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
20-foot-diameter circle on the floor is a triangle. In the middle of the triangle stands a golden statue of a human boy, his arms raised in victory. (The statue is a wyvern transformed by magic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
effect, then follow the rules for that kind of area as normal (see the “Areas of Effect” section in chapter 10 of the Player’s Handbook). If an area of effect is circular and covers at least half a
using. Every 5 feet of the area equals 1 inch of the template’s size. For example, the 20-foot-radius sphere of the fireball spell, which has a 40-foot diameter, would translate into a circular
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kruthik Hive Lord A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the
. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two stab attacks or two spike attacks
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
aloft and provides motive force. The airship is a recent innovation that is transforming the business of transportation.
Everbright lanterns use continual flame to light the streets of Khorvaire. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
than the surrounding forest, and their stone doors are unlocked. 3a. North Guardhouse A rusty lantern hanging from a rafter has a continual flame spell cast on it, brightly illuminating a musty room
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high granite pedestal. Dozens of eyes are carved into the wizard’s robe, and he holds a stone staff topped with a flickering magical flame (created by a continual flame spell).
Desk. Resting before
stone shelves that circle the room to a height of 10 feet.
Symbol. Inscribed on the floor and covered with a circular rug sewn with repeating eye-like patterns is a nearly invisible, 10-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
distance equal to the longest dimension of its form. For example, a spherical planet 5,000 miles in diameter has an air envelope 15,000 miles in diameter, with the planet at the center of it. An air
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Arcturia’s Boudoirs Mounted above the double door to these chambers is a 4-foot-diameter, 2-inch-thick disk of black stone upon which is engraved a white symbol depicting a bony human hand. A
to these chambers can escape. 39a. Gold and Black Boudoir Light. The walls and ceiling are painted gold. Mounted to them are black iron sconces with continual flame spells cast on them. These fires
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet. (Such an item can be
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(three women and two men), and five bugbears.
Blood Circle. Painted in blood on the middle of the floor is a 10-foot-diameter circle with ten equidistant spokes extending outward from its circumference
a rust monster. Arch Gate. The arch is one of Halaster’s magic gates (see “Gates”). The Xanathar Guild forces nearby are aware of the gate but don’t know how to activate it. Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
-foot-wide column in the middle of a 75-foot-diameter cavern. Both the cavern and the outpost are unlit. A secret door in the column’s base leads to the tower interior, but finding it requires a
(leaving the mage and eight drow to staff the outpost). Use the drow pursuit rules in chapter 2, and assume a pursuit level of 4. Drow Patrol B The characters encounter a drow elite warrior and 1d8
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
boulders at this end of the field are all at least 2 feet in diameter and weigh 500 pounds or more. The cyclopes speak only Giant. If any character addresses them in that language, they ignore any
questions but explain the rules of their game: the characters’ boulder must fly farther than the cyclops’s. How the characters accomplish this is unimportant to the cyclopes, but the boulder can’t be
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
boulders at this end of the field are all at least 2 feet in diameter and weigh 500 pounds or more. The cyclopes speak only Giant. If any character addresses them in that language, they ignore any
questions but explain the rules of their game: the characters’ boulder must fly farther than the cyclops’s. How the characters accomplish this is unimportant to the cyclopes, but the boulder can’t be
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
challenge the monarch for the right to rule. The grounds are 20 feet in diameter. Combatants are shackled by one wrist or ankle to a 10-foot length of chain attached to the tree. Each chain has AC 19
, 11 hit points, and immunity to poison and psychic damage. Using an action, a creature can pull a chain free of the tree with a successful DC 17 Strength (Athletics) check. Combat Rules. A trial by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the docks (near area 3), which is 10 feet high.
Cold Weather. The temperature throughout Svardborg is well below 0 degrees Fahrenheit. The rules for extreme cold and frigid water apply (see the
unlatched, a creature must use an action to push or pull on the heavy door, opening it with a successful DC 13 Strength (Athletics) check.
Illumination. Continual flame spells cast on torch sconces cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
60-foot-diameter fountain adorned with eight statues that represent the Dark Seldarine (the drow pantheon). Cracked tiles fanning out from the fountain form a web-like mosaic on the floor.
Guards
hundreds of tiny, interlocking stone gears. The rules of this gate are as follows: Any creature that inspects the frame and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
5-foot-diameter, crimson, semitranslucent crystal sphere in a low stand. A door in the side of each sphere opens when a creature that has telepathy approaches within 5 feet of it; half the door swings
ceremorph (see appendix C) is equipped with two nonmagical items: Laser Pistol. Rules for laser pistols appear in the Dungeon Master’s Guide. This weapon can fire 33 shots before its energy cell is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic
and attempt to activate it unless its description notes otherwise. Staffs Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no
and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
, and she needs your help.”
Who rules in Hekaton’s stead? “His daughter, Serissa.”
What befell Hekaton? “He was misled by his eldest daughters, Mirran and Nym, who covet his throne.”
Are Mirran and
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
fully immersed in wine. After 12 rounds, the wine fills the tomb. Use the underwater combat rules in chapter 9 of the Player’s Handbook to handle fighting in these conditions. Visibility within the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock this gate.”
Gong. A 3-foot-diameter bronze gong hangs from a sturdy wooden frame anchored to the floor near the west wall. The gong is embossed with carvings of ears of corn. A padded wooden
arch’s gold inlay can’t be removed. The rules of this gate are as follows: The gate opens for 1 minute when a real or illusory dragon touches the arch. An artistic rendering of a dragon, such as a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
susceptible to the effect of water pressure (see the “Water Pressure” section). Rules for underwater combat appear in the “Underwater Combat” section in chapter 9 of the Player’s Handbook.
Anemone Chests
contents.
Illumination. All interior spaces are dimly lit. Air-filled chambers have wall sconces with continual flame spells cast on them or oval windows of transparent crystal that allow light
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and
with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
light dance like fireflies around this thirty-foot-diameter octagonal chamber. A large unlit brazier stands in the center of the room, and eight ten-foot-square alcoves line the walls, each filled with
, which is free of mist. Chamber of Illusion. The tower’s uppermost chamber is 30 feet square and lit by purple continual flame spells in wall sconces. An inscription written on the walls in Draconic reads
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
doors in the room should lead outside, no other entrances into the Barb were visible from the exterior. A Spellbook Emblazoned with the
Symbol of the Mages of High Sorcery Rules of the Trial Rovina
in diameter, with a door on the wall opposite the characters and the pedestal at the center. The door is locked and can be opened only by the key at the center of the rotunda or by casting the knock
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bronze lantern hanging above the table has a continual flame spell cast within it. Treasure Among Sansuri’s collection of books are four historical texts chronicling the rise and fall of Ostoria (worth 500
: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image
3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending
4th level: fabricate, ice
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
60-foot-diameter hut with a beaded curtain entrance in the northeast wall, facing an outdoor campfire. The interior of the hut is one large chamber dominated by a shallow, 10-foot-diameter, circular
: General Features” sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast






