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Returning 35 results for 'being before dimly continuously range'.
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Magic Items
The Book of Many Things
projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
: Ceilings. The ceilings throughout the catacombs are 10 feet high and made of roughly hewn stone. Eyeball Compass. The activated eyeball continuously points in the direction of the cult hideout’s
entrance (area N11). The eyeball is also needed to unlock the door in area N11. Light. Rusted wall sconces hold lit torches. The area is dimly lit. Walls and Floors. Walls are constructed of stone blocks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cave Features The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Most cavern ceilings are 30 feet high, and passage ceilings range from 10 to 15
feet high. Light. The Howling Caves are lightless. Wind. Wind continuously moves through the Howling Caves, in whispers or howls. Map 5.2: Howling CavesView Player Version
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
like the teeth of some great maw.
Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gambling is heavily taxed in the city and limited in its scope. Dura is the place to find a wide range of shadier and more profitable games. Go shopping. The Bazaar of Middle Dura is an excellent
terrible accident. The Sharn Watch ignores much of Lower Dura. Stories circulate continuously about dragonmarked houses and mad wizards conducting dangerous experiments in Lower Dura without interference from the law.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
General Features Corridors. The lava tubes range from 15 to 25 feet in diameter. They are large enough for dracoliches and dragons to move through easily. Light. The lava tube corridors are dimly lit
Monsters
Fizban's Treasury of Dragons
snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features Map 17.1: The Well of DragonsView Player Version Corridors. The lava tubes range from 15 to 25 feet in diameter. They are large enough for dracoliches and dragons to move through
easily. Light. The lava tube corridors are dimly lit by lamps or torches hung on the walls at wide intervals. Chambers within the Well of Dragons are brightly lit by lamps unless otherwise noted. Sound
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Leomund’s Tiny Hut 3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile
, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
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->Monster Manual (2014)
erupt from the skull to complete its ghastly transformation. Legacy of Life. A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past
): blur, flaming sphere
3rd level (1 slot): fireball
Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the outpost overhead, hidden in the darkness above the range of torches and lanterns. The giant spiders also serve as guards, dropping down on their web strands to prey upon creatures that find their
The following features apply throughout the outpost.
Light. The interior spaces of the outpost are dimly illuminated by lanterns containing phosphorescent fungi, while the exterior is dark
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dripping water echoes continuously.
The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
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
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
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->Curse of Strahd
of the cells is dimly lit. The corridor is 40 feet long. Branching off it are eight cells, four along each wall. Light spills out of cell K74h. A hinged door made up of 1-inch-thick rusted iron bars
normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword’s purpose is to fight evil. The sword has the following additional
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
”). Fel Suparra is a tiefling. She has darkvision out to a range of 60 feet and resistance to fire damage. As Huarwar’s friend and mentor, she’s the one most responsible for tearing him away from his
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
broadcasts on an endless loop until Vorryn or Dredavex decides to shut it off, or until the transmitter is disabled or destroyed (see area N7). The signal has a range of 50 miles. Those lucky few who can
floor to roll toward the port side of the ship. Ceilings. Ceilings are 20 feet high unless otherwise noted. Illumination. All areas in the ship are dimly lit by fleshy, flickering, bioluminescent orbs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
guardian to attack. Zox’s music box has no magical properties beyond its ability to play a tune. The music plays continuously but stops if the box is dropped, shaken, or otherwise handled roughly. The box
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rafters and remain out of melee weapon range while attacking with her breath weapon or waiting for it to recharge, but she isn’t reluctant to drop down on ranged attackers. If the characters attempt to
trove.” Any character who succeeds on a DC 20 Intelligence (History) check dimly recalls a halfling pirate of no great repute who went by that name. Development. A character who studies the treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot Cubes. The transparent gas carries a foul odor. The gas is continuously
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
silver belt set with ivory and gems (worth 600 gp). 8. Prison Cavern Torches light the place dimly. A female storm giant is chained on the north wall with huge manacles at her wrists and ankles. A fur
until they are needed. Caged fire beetles dimly illuminate the place, which appears to be deserted. Guard Posts. The ledges marked A and B are more than 30 feet above the floor and hidden in dark shadow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and Slarkrethel are on the same plane of existence, Lord Drylund is considered to be within range of the kraken’s telepathy. While this telepathic link exists, Slarkrethel can use an action on its turn
nose. 14. Dance Hall This smoky, dimly lit cabin features a wooden stage where musicians and other entertainers perform for the pleasure of Lord Drylund’s guests. A few tables and chairs are set up
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
here. Iron braziers in alcoves dimly illuminate the hall. Pillars and basalt partition-walls support the 50-foot-high, vaulted ceiling, from which hang heavy iron chandeliers, their candles draped in
shield dwarf. He speaks Common and Dwarvish. He has advantage on saving throws against poison, and he has resistance to poison damage. He has darkvision out to a range of 60 feet. He wields a battleaxe and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim
out of visual range, 50 feet high at its lowest point and well over 65 feet where it vaults upward in the center. 9. Giants’ Worship Area Each pillar radiates a sense of unease and insecurity in a 5
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
location on the arena floor roughly equidistant from the two teams. The ball is a simple ranged weapon with the finesse and thrown properties. Its range is 120 feet, and it deals 1d4 bludgeoning damage
spells that continuously sweep the floors. If the characters ascend to the topmost chamber of the tower, read: Glowing orbs are set into the walls of this thirty-foot-diameter circular chamber. Four giant
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
assassin’s blood (see “Poisons” in the Dungeon Master’s Guide). T7. Treatment Rooms These adjoining chambers, dimly lit with shrouded lamps, are each furnished with a bed whose frame can be tilted and
fix a broken lock, though the characters might assume he is trying to break into the room by picking the lock. He has darkvision out to a range of 60 feet and doesn’t need light to do his work
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
blood hangs heavy in the air in this chamber of dark red marble. Pools of blood are spread across the floor around several dimly glowing red pillars that give off wispy vapors. Statues of four-armed
orders an attack. One of them tries to throw an urn at a character each round (+4 to hit, range 10 feet/20 feet; one creature). A hit deals 3 (1d6) bludgeoning damage, and the target must make saving
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
diabolists bound a chain devil to this room long ago. She dimly remembers her name is Vakketar. When the mind flayers routed the duergar, they blasted Vakketar’s mind and left her for dead. The chain devil
have the stunned condition until the grapple ends.
Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit:20 (3d10 + 4) force damage.
Extract Brain. Melee Weapon Attack: +8
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
), with the following changes: It has a challenge rating of 22 (41,000 XP). It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet. It has the Magic Resistance and Innate
an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
observed within the range of a Detect Magic spell or similar magic, the vortex radiates an aura of evocation and transmutation magic. A character who observes the vortex or witnesses the flight-inhibiting
, glass cylinders line the back wall of this dimly lit chamber. Each cylinder contains a decaying corpse, half-buried in snow topped with red powder. Against the north wall stands a bare wooden desk.
This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dimly lit staircase descends for hundreds of feet, ending before a circular stone door that swings open into area X2. X2. Watched Hall This magically lit hall has the following features: The walls are
darkvision out to a range of 60 feet. A character can ascertain the eyestalk’s function with a successful DC 10 Intelligence (Arcana) check but can’t determine who’s peering through it, or from where
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
food. Adjusting the dial changes the temperature of the interior, which can range from 0–350 degrees Fahrenheit. Turning the dial all the way to the left turns off the device. Each box can hold 1
(Investigation) check spots the real weapon among the toys. S15: Fungal Corridor Bioluminescent fungi carpet the floor of this damp, dimly lit corridor, which reeks of mold. The vegepygmies cultivate the






