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Returning 35 results for 'boulders being diffusing coming radius'.
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Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
, combined with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers.
Monsters
The Wild Beyond the Witchlight
her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Radiant Fire
coming for you.”
Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.”
Combat Notes
Mercion counts on her armor to protect her as she
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check.
Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
)
WIS
8 (−1)
CHA
3 (−4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stop any small party of intruders coming up the trail, or harass and delay a larger group while sending word to the camp that trouble approaches. The veteran decides that he has enough of an advantage
make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
stop any small party of intruders coming up the trail, or harass and delay a larger group while sending word to the camp that trouble approaches. The veteran decides that he has enough of an
cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
coming for you.” Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.” Combat Notes Mercion counts on her armor to protect her as she administers healing. She uses
on a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
”) or might reconnoiter the area (see “Tunnels to the Dragon’s Lair”). Use the “Surface” half of Nakiri’s Lair map for either approach. Hill Giant Camp If the characters follow the sounds coming from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
happens automatically in 1d4 minutes. The lights at the bottom of the lake are phosphorescent crabs that feed on the muck. Each crab sheds dim light in a 5-foot radius but stops glowing 10 minutes
awaits the coming of the death god, which it believes heralds the fall of divinity. Until that day, the aboleth humbly obeys Withers (whom the creature refers to by his original name of Gorra) and attacks
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
. Each creature within a 20-foot-radius area of the bend in the south end of the corridor must make a DC 17 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Map The forest shrine shown in map 4.11 is a clearing surrounded by a grove of wild olive trees. A pond at the center is fed by streams coming from the north and south. Arches of grapevines grow up from
weapons hang from the tree’s branches alongside a beehive. South of the tree is a firepit with a few boulders surrounding it for seats. Nearby, a dense, flowering bush shaped as an altar stands
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
with thick seaweed and boulders. The larger cavern on the right is the dragon’s sleeping chamber, while the smaller on the left holds most of the dragon’s hoard. Map 5.5: bronze dragon lair View
vanishes. Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the middle of the floor and join the battle. These elementals have veins of glowing purple crystal; each sheds bright light in a 15-foot radius and dim light for another 15 feet beyond that. G2
, their rib cages shattered by boulders lying atop them. Only one skeleton remains whole, and it clutches to its chest an open-faced steel helmet decorated with a golden circlet above the brow, from which
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githzerai in the World Zerthimon does not expect us to wait in patience for his return. Instead, we must pave the way for his efforts, so that we can hasten the coming of our golden age.
— The
, the affected area can have a radius of between several hundred feet and several miles. Birds avoid flying over or near it, other animals flee the area, and plants in the vicinity wither and die
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
throws the boulder, roll a d6; on a roll of 4 or lower, the fensir has no more boulders to throw.
Fensir Skirmisher Fensir skirmishers boast great skill in battle, honed over centuries of endless
DC 13 Strength saving throw or have the prone condition.
Mud to Stone (Recharge 6). The fensir lobs a magical mass of mud that splashes all creatures in a 30-foot-radius sphere centered on a point
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature
smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) score of 14 or higher hears what sounds like sobbing or muttering coming from within. The door is sealed firmly, as are the shrine’s four windows, and all are coated by an unnaturally resilient resin of
. If the characters destroyed Sylvarie’s painting before coming here, they encounter Sylvarie in her true form: a neutral good moon elf priest who is not wearing armor (AC 10). In this case, she is
Compendium
- Sources->Dungeons & Dragons->Divine Contention
face the wall if he knows he has guests coming. B10. Laboratory The laboratory is crammed with tables bearing alchemical gear. Bottles of rare ingredients line the walls, alongside strange trinkets and
.
3-5 Reversed Gravity. Gravity reverses in a 20-foot-radius sphere around the character. Any creatures in this area fall upwards, taking 2d6 bludgeoning damage as they crash headfirst into the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
4 Awakened walrus (see appendix C)
Frost Giant Riding a Mammoth Frost Giant Riding a Mammoth Even a raging blizzard can’t conceal the presence of a frost
the highest uproots their shrub first. If both succeed and their rolls are the same, the contest ends in a draw.
4 Boulder Roll. Two 10-foot-diameter boulders are dug up, and a finish line is
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
prone.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it
)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suggested name that it likes. If you’re having trouble coming up with a voice for the awakened beast, try mimicking the speech of a cartoon character or a famous actor. Awakened Beast Encounter d8
emit dim light in a 10-foot radius
6 Woolly rhinoceros
7 Saber-toothed tiger
8 Wolf
Battlehammer Dwarves The shield dwarves of Clan Battlehammer have iron mines throughout the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attic is stuffy, dimly lit, and covered in a fine layer of dust. A character who has a passive Wisdom (Perception) score of 13 or higher notices light coming through the floorboards above area M13. The
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon
cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
this radius), passive Perception 14
Languages Deep Speech, Grell
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The grell psychic makes one Tentacle attack and one Beak
!” “The one in the scarlet robe, Oshundo, is gathering forces to assault Talhundereth. I must warn the priests that the mind flayers are coming!”
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Perception) score hears faint crying coming from a small stand of stones. Investigating the cries reveals a tiny winged figure, head in hands. This is Thunderwing, a sprite. She immediately gravitates
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders
have enough warning, both the dragons hide and wait to see who enters. The only intruders that the dragons do not object to are frost giants coming to feed them or bearing treasure to add to the dragons
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. Floundering
path leading east comes closest to the slope. They are wedged into spaces between boulders, 6 to 8 feet above the cavern floor. Their Stone Camouflage trait gives them advantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
smiths still work in area B15, hammering and clattering chains can be heard coming from there. Characters close to that end of the chasm also see a ruddy red glow playing on the walls nearby. Explorers
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feel cold air coming from the wall, suggesting the presence of a secret door. The wine cask must be moved aside to access the secret door. Secret Door. An arcane lock spell has been cast on the secret
chamber. The statue has a roughly bipedal shape and is carved to look like it’s coming undone, like a frayed rope. Its form is covered with mouths and outstretched tongues.
Standing before the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
, it causes that spell to hit another creature within 120 feet of it that it can see.
Toxic Steam. The room is heavily obscured by the dark steam coming off the scrying pool. At the end of each
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
a DC 20 Intelligence (Arcana) check. When a creature other than Teremini opens the door, a 20-foot-radius sphere of fire explodes from the glyph. Each creature in that area must make a DC 17 Dexterity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
magical. G19. North Balcony A wooden railing encloses this balcony. Mounted on one corner of the railing is a copper spyglass.
A bandit stationed atop this balcony watches for trouble coming from the






