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Returning 35 results for 'beyond being diffusing coined ray'.
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Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Monsters
The Wild Beyond the Witchlight
":"damage","rollAction":"Warhammer","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands.
Deathly Ray. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction
":"Deathly Ray"} to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3","rollType":"damage","rollAction":"Deathly Ray","rollDamageType":"necrotic"} necrotic damage
Monsters
Icewind Dale: Rime of the Frostmaiden
sleep.Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Polar Ray"} to hit, range 120 ft., one target. Hit: 14 (4d6
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Polar Ray","rollDamageType":"cold"} cold damage.
Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
demon?”
“I don’t think so. The Ghaash’kala call him a sak’vanarrak — it translates as something like ‘fiend-touched.’ A Karrn scholar coined the word tiefling. I think he’s some mixture of fiend and
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
demon?”
“I don’t think so. The Ghaash’kala call him a sak’vanarrak — it translates as something like ‘fiend-touched.’ A Karrn scholar coined the word tiefling. I think he’s some mixture of fiend and
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Monsters
Curse of Strahd
":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots):comprehend languages, fog cloud
(Costs 2 Actions). Strahd makes one bite attack.With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
demon?”
“I don’t think so. The Ghaash’kala call him a sak’vanarrak — it translates as something like ‘fiend-touched.’ A Karrn scholar coined the word tiefling. I think he’s some mixture of fiend and
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Monsters
Eberron: Rising from the Last War
). Illmarrow has the following wizard spells prepared:
Cantrips (at will): chill touch (see “Actions” below), fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): magic
. Illmarrow is a fiefdom on the isle of Farlnen — home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow’s roots extend far beyond her
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
conditioning them with the charm or fear rays. Petrification Ray The most mundane function of the petrification ray is as a means of decorating a beholder’s lair with statues. Beyond that, this ray has a
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
conditioning them with the charm or fear rays. Petrification Ray The most mundane function of the petrification ray is as a means of decorating a beholder’s lair with statues. Beyond that, this ray has a
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
conditioning them with the charm or fear rays. Petrification Ray The most mundane function of the petrification ray is as a means of decorating a beholder’s lair with statues. Beyond that, this ray has a
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 5: Feats ZOLTAN BOROS The Weathermay-Foxgrove Twins, Gennifer and Laurie, along with the investigators
Alanik Ray and Arthur Sedgwick, fight to escape the horrors of Castle Ravenloft This
embodies training, experience, and abilities beyond what a class provides. The sections below explain the parts of a feat and list a variety of feat options separated into categories. Your background gives
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 5: Feats ZOLTAN BOROS The Weathermay-Foxgrove Twins, Gennifer and Laurie, along with the investigators
Alanik Ray and Arthur Sedgwick, fight to escape the horrors of Castle Ravenloft This
embodies training, experience, and abilities beyond what a class provides. The sections below explain the parts of a feat and list a variety of feat options separated into categories. Your background gives
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 5: Feats ZOLTAN BOROS The Weathermay-Foxgrove Twins, Gennifer and Laurie, along with the investigators
Alanik Ray and Arthur Sedgwick, fight to escape the horrors of Castle Ravenloft This
embodies training, experience, and abilities beyond what a class provides. The sections below explain the parts of a feat and list a variety of feat options separated into categories. Your background gives
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Death Tyrant On rare occasions, a beholder’s sleeping mind imagines a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave
the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Death Tyrant On rare occasions, a beholder’s sleeping mind imagines a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave
the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Death Tyrant On rare occasions, a beholder’s sleeping mind imagines a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave
the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
attack, or it makes three Poison Ray attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gravestones burst from a thin crust of snow in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking
K84, crypt 11) is placed in the indentation, both the holy symbol and the indentation vanish. Then read: A ray of golden sunlight breaks through the clouds to the west and shines upon the grave. The fog
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gravestones burst from a thin crust of snow in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking
K84, crypt 11) is placed in the indentation, both the holy symbol and the indentation vanish. Then read: A ray of golden sunlight breaks through the clouds to the west and shines upon the grave. The fog
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
attack, or it makes three Poison Ray attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gravestones burst from a thin crust of snow in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking
K84, crypt 11) is placed in the indentation, both the holy symbol and the indentation vanish. Then read: A ray of golden sunlight breaks through the clouds to the west and shines upon the grave. The fog
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
attack, or it makes three Poison Ray attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Interrogation Room Characters who listen at the double door hear tortured screams coming from beyond. Once used as a kitchen, this 20-foot-high room has been mostly cleaned out. Interrogation. A
of being House Freth spies. The quasit has already used its Scare action option on Tazirahc, and Kereth is preparing to zap the prisoner with a ray of frost cantrip, hoping he’ll divulge the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Interrogation Room Characters who listen at the double door hear tortured screams coming from beyond. Once used as a kitchen, this 20-foot-high room has been mostly cleaned out. Interrogation. A
of being House Freth spies. The quasit has already used its Scare action option on Tazirahc, and Kereth is preparing to zap the prisoner with a ray of frost cantrip, hoping he’ll divulge the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Interrogation Room Characters who listen at the double door hear tortured screams coming from beyond. Once used as a kitchen, this 20-foot-high room has been mostly cleaned out. Interrogation. A
of being House Freth spies. The quasit has already used its Scare action option on Tazirahc, and Kereth is preparing to zap the prisoner with a ray of frost cantrip, hoping he’ll divulge the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead. Alignment. Chaotic evil. Personality Trait. “I do not fear death, for when I
target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands.
Deathly Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead. Alignment. Chaotic evil. Personality Trait. “I do not fear death, for when I
target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands.
Deathly Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead. Alignment. Chaotic evil. Personality Trait. “I do not fear death, for when I
target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands.
Deathly Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
.” Varram If the adventurers spoke well to the statues in area 1, the voice says, “Yuan-ti have taken the one called Varram beyond their portal in the northern wall. Be prepared, for I shall open the way to
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead
prepared:
At will: light, ray of frost
1st level (2 slots): thunderwave
Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
you seek.” If the adventurers spoke well to the statues in area 1, the voice says, “Yuan-ti have taken the one called Varram beyond their portal in the northern wall. Be prepared, for I shall open the
illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
you seek.” If the adventurers spoke well to the statues in area 1, the voice says, “Yuan-ti have taken the one called Varram beyond their portal in the northern wall. Be prepared, for I shall open the
illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead






