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Returning 29 results for 'cause warping radiate'.
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Graz'zt
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Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Graz’zt casts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
experienced other aberrant changes. The town’s buildings seem oddly askew, as though their once-solid construction were deteriorating. This effect is due to a warping in space, so the buildings aren’t
Rivibiddel keeps misreading the text as such. Stonehill Inn. The Stonehills closed their inn, worried that guests might cause an incident in their establishment. Townspeople. Other townspeople can be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
for pageantry andpleasure. Lair Actions On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
experienced other aberrant changes. The town’s buildings seem oddly askew, as though their once-solid construction were deteriorating. This effect is due to a warping in space, so the buildings aren’t
Rivibiddel keeps misreading the text as such. Stonehill Inn. The Stonehills closed their inn, worried that guests might cause an incident in their establishment. Townspeople. Other townspeople can be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
for pageantry andpleasure. Lair Actions On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
for pageantry and pleasure. Lair Actions On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
for pageantry and pleasure. Lair Actions On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole
and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition. Level 18: Warping Implosion You can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole
and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition. Level 18: Warping Implosion You can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use
searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use
searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chamber. (See area 13b for details.)
All three pillars and their silver knobs radiate auras of transmutation magic under the scrutiny of a detect magic spell. Any creature that touches a pillar’s
magic might cause creatures’ noses to elongate or turn their skin blue; an alteration of this sort can be undone with a greater restoration spell or similar magic. Mithral Key. The flat, 6-inch-long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chamber. (See area 13b for details.)
All three pillars and their silver knobs radiate auras of transmutation magic under the scrutiny of a detect magic spell. Any creature that touches a pillar’s
magic might cause creatures’ noses to elongate or turn their skin blue; an alteration of this sort can be undone with a greater restoration spell or similar magic. Mithral Key. The flat, 6-inch-long
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Beneath their placid veneer, however, some prisoners seek to cause ruin and strife, such as the conniving burgomaster, who shelters secrets of his own. Others just want to be left alone. CoupleOfKooks
districts by five circular roads. Like ripples in a pond, they radiate from the gate to Carceri, each ring confining the last. Buildings in Curst are makeshift structures cobbled together from tarnished metal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lair actions. On initiative count 20 (losing initiative ties), N’ghathrod can take one lair action to cause one of the following effects:
N’ghathrod creates a magical duplicate of itself anywhere
the statistics of a normal mind flayer and is friendly toward N’ghathrod, but not under its control. It cannot leave the Scavenger. N’ghathrod fills all interior areas of the ship with mind-warping
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Beneath their placid veneer, however, some prisoners seek to cause ruin and strife, such as the conniving burgomaster, who shelters secrets of his own. Others just want to be left alone. CoupleOfKooks
districts by five circular roads. Like ripples in a pond, they radiate from the gate to Carceri, each ring confining the last. Buildings in Curst are makeshift structures cobbled together from tarnished metal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lair actions. On initiative count 20 (losing initiative ties), N’ghathrod can take one lair action to cause one of the following effects:
N’ghathrod creates a magical duplicate of itself anywhere
the statistics of a normal mind flayer and is friendly toward N’ghathrod, but not under its control. It cannot leave the Scavenger. N’ghathrod fills all interior areas of the ship with mind-warping
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
regain the ability to do so when you finish a Long Rest. JULIA METZGER A Paladin’s dedication to her
cause manifests as magical might Level 6: Aura of Protection You radiate a protective, unseeable
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cause enough for concern). That member then offers to escort them through the complex, convincing other members of the Scaly Eye to not attack the characters and pointing out other hazards.
Scaly
.” This is of course, referring to the dragon. A pool at the center of the chamber leads outside the shrine (see “Arrival”). Stair Trap. A detect magic spell reveals that the stairs radiate an aura of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
regain the ability to do so when you finish a Long Rest. JULIA METZGER A Paladin’s dedication to her
cause manifests as magical might Level 6: Aura of Protection You radiate a protective, unseeable
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cause enough for concern). That member then offers to escort them through the complex, convincing other members of the Scaly Eye to not attack the characters and pointing out other hazards.
Scaly
.” This is of course, referring to the dragon. A pool at the center of the chamber leads outside the shrine (see “Arrival”). Stair Trap. A detect magic spell reveals that the stairs radiate an aura of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
, when read by anyone other than Tarul Var, cause the page to explode. The runes can be neutralized by using dispel magic on the box or the page. Alternatively, a character who makes a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
over its chalk-white balconies, which radiate from its central tower. The Gatehouse specializes in treating planar afflictions. Inside, Bleakers tend to those harmed by the planes and by the
before sending them through planar portals to distant burial grounds, faraway family crypts, or elemental planes for storage or cremation. The funerary process often uncovers a creature’s cause of death
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
, when read by anyone other than Tarul Var, cause the page to explode. The runes can be neutralized by using dispel magic on the box or the page. Alternatively, a character who makes a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
over its chalk-white balconies, which radiate from its central tower. The Gatehouse specializes in treating planar afflictions. Inside, Bleakers tend to those harmed by the planes and by the
before sending them through planar portals to distant burial grounds, faraway family crypts, or elemental planes for storage or cremation. The funerary process often uncovers a creature’s cause of death
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of glyphs are touched, the creature touching them will be
gnolls dwell here. Each has nothing but a heap of straw and a hide coverlet. Although these creatures are enslaved by the giants, they identify with their masters’ cause and will never help humans for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of glyphs are touched, the creature touching them will be
gnolls dwell here. Each has nothing but a heap of straw and a hide coverlet. Although these creatures are enslaved by the giants, they identify with their masters’ cause and will never help humans for