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                        Returning 35 results for 'carry warded radius'.
                    
                
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Ephemeral. The wisp canât wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it canât attack. It obeys your simple commands and can carry up to 500
                                                
                                            
                                                
                                                     60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     will-oâ-wisp canât wear or carry anything.
Incorporeal Movement. The will-oâ-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10
                                                
                                            
                                                
                                                     sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-oâ-wisp can alter the radius as a bonus action.Shock. Melee
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     radius around her. While this aura is active, Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.Multiattack. Isolde makes
                                                
                                            
                                                
                                                     vengeance have become all-consuming.
Roleplaying Isolde
The Carnival is the closest thing Isolde has to a family and a home, and she expects everyone who works for her to carry their weight. She
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.A Quintessentâs Lair
A storm giant quintessent has no need for castles or dungeon
                                                
                                            
                                                
                                                     saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
                                                
                                            
                                                
                                                     and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything they have to say.
3
I think of ships as
                                                
                                            
                                                
                                                    âs endless patience.
3
A geas spell forces an ancient dragon turtle to carry a lich;lich's tower.
4
An ancient dragon turtle is responsible for ensuring that a kraken is never woken
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
                                                
                                            
                                                
                                                     negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
                                                
                                            
                                                
                                                     restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
                                                
                                            
                                        
                                                    Will-o'-Wisp
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType
                                                
                                            
                                                
                                                     radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.Shock. Melee Spell Attack: +4;{"diceNotation":"1d20+4
                                                
                                            
                                        
                                                    Quaal's Feather Token
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds
                                                
                                            
                                                
                                                     while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
                                                
                                            
                                        
                                                    Feather Token
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds
                                                
                                            
                                                
                                                     while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     or die. If the target dies, the will-oâ-wisp regains 10 (3d6) hit points.
 Ephemeral. The will-oâ-wisp canât wear or carry anything.
 Incorporeal Movement. The will-oâ-wisp can move through other
                                                
                                            
                                                
                                                    -foot radius and dim light for an additional number of feet equal to the chosen radius. The will-oâ-wisp can alter the radius as a bonus action.
 Actions
 Shock. Melee Spell Attack: +4 to hit, reach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . Rare suits of animated armor are able to carry on an actual conversation. Animated Armor
 Medium construct, unaligned
 Armor Class 18 (natural armor)
 Hit Points 33 (6d8 + 6)
 Speed 25 ft
                                                
                                            
                                                
                                                    , deafened, exhaustion, frightened, paralyzed, petrified, poisoned
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
 Languages â
 Challenge 1 (200 XP)
 Antimagic Susceptibility
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-oâ-wisp regains 10 (3d6) hit points.
 Ephemeral. The will-oâ-wisp canât wear or carry anything
                                                
                                            
                                                
                                                     Illumination. The will-oâ-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-oâ-wisp can alter the radius as a bonus action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
                                                
                                            
                                                
                                                     the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end canât be discerned by creatures at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
                                                
                                            
                                                
                                                    , prone, restrained
 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
 Languages any three languages, telepathy 120 ft.
 Challenge 7 (2,900 XP) Proficiency Bonus +3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     (Survival) check notice the haze growing thicker and more pungent. If the characters notice, they can avoid the miasma by rushing out of the area. If they donât, a toxic, 20-foot-radius sphere surrounds a
                                                
                                            
                                                
                                                     figures appear in the haze around the party and move along with them. The forms canât be harmed or warded away by any means. Soon after the shapes appear, the figures begin speaking as one, telling the grim
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     Richtenâs Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
                                                
                                            
                                                
                                                    , restrained
 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
 Languages any three languages, telepathy 120 ft.
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Legendary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    ), but it obeys your simple commands and canât attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every
                                                
                                            
                                                
                                                     turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     and canât attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds
                                                
                                            
                                                
                                                     on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     plus one other language
 CR 2 (XP 450; PB +2)
 Traits
 Ephemeral. The wisp canât wear or carry anything.
 Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it canât attack. It obeys your simple commands and can carry up to 500 pounds
                                                
                                            
                                                
                                                     and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare) You can take a Magic action to throw the token to a point within 10 feet of yourself. The token
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it canât attack. It obeys your simple commands and can carry up to 500 pounds
                                                
                                            
                                                
                                                     and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare) You can take a Magic action to throw the token to a point within 10 feet of yourself. The token
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Treasure The fiends carry five soul coins and three vials of demon ichor. Development The fiends tell the characters about a powerful mage who visits Avernus from other planes and often pays yugoloths for
                                                
                                            
                                                
                                                     Immunities blinded, poisoned
 Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
 Languages understands Abyssal but canât speak
 Challenge 1/4 (50 XP)
 Bad Flier. The abyssal chicken
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Aasimar ALDO DOMINGUEZ  Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power
                                                
                                            
                                                
                                                     Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dour elf queen watches over a small beach. The statueâs eyes are magically warded to alert the dragon of intruders. Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have
                                                
                                            
                                                
                                                     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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part
                                                
                                            
                                                
                                                     grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding Dim Light in a 5-foot radius. Any metal in the item is silver or mithral rather than iron or steel
                                                
                                            
                                                
                                                     royal regalia or as a badge of high office.   Magic Itemâs Minor Property   1d20 Minor Property   1â2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . (blind beyond this radius),
 passive Perception 6
 Languages â
 Challenge 11 (7,200 XP)
 Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an
                                                
                                            
                                                
                                                     ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, âTreasure,â of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
                                                
                                            
                                                
                                                     can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as
                                                
                                            
                                                
                                                     ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinniâs choice).
 Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     acts such as these: Failing to carry out a sworn vendetta Publicly displaying weakness or compassion Rejecting a duel or a challenge out of fear Mogisâs Devotee Piety 3+ Mogis trait As a devotee of
                                                
                                            
                                                
                                                     it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows. Hollow Structure. Although it can operate without a crew, a warforged colossus is built to carry wizards
                                                
                                            
                                                
                                                    , it is knocked prone.
 Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must
                                                
                                            
                                        





