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Returning 35 results for 'chair which radius'.
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Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets.
A character who
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets.
A character who
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Animated Staff Light. Wax candles in stone holders light the room.
Furnishings. In the middle of the room, a wooden chair faces a small wooden table upon which rests a game board topped with
of 30 feet, and the ability to hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. The staff’s alignment is neutral evil. It can speak and understand Common. It has the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Animated Staff Light. Wax candles in stone holders light the room.
Furnishings. In the middle of the room, a wooden chair faces a small wooden table upon which rests a game board topped with
of 30 feet, and the ability to hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. The staff’s alignment is neutral evil. It can speak and understand Common. It has the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, petrified, poisoned, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
False Objects
, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 7
Languages —
Challenge Rating 1/4 (50 XP) Proficiency Bonus +2
False Object. If the broom
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, petrified, poisoned, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
False Objects
, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 7
Languages —
Challenge Rating 1/4 (50 XP) Proficiency Bonus +2
False Object. If the broom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-radius dome of translucent ice encloses the area around the shaft from which you emerge. At the far end of the hall, two blade-shaped patches of pitch darkness hover in the air to either side of a
chairs represent the eight schools of magic. Anyone who has a supernatural charm gained by drinking from the goblet in area Y8 can sit safely in the chair for the school of magic tied to that charm
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-radius dome of translucent ice encloses the area around the shaft from which you emerge. At the far end of the hall, two blade-shaped patches of pitch darkness hover in the air to either side of a
chairs represent the eight schools of magic. Anyone who has a supernatural charm gained by drinking from the goblet in area Y8 can sit safely in the chair for the school of magic tied to that charm
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
cat is napping on a scarlet easy chair. One wall is covered with a large painting of a gold dragon perched heroically on a mountaintop.
When the characters enter the room, the cat jumps down from the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
cat is napping on a scarlet easy chair. One wall is covered with a large painting of a gold dragon perched heroically on a mountaintop.
When the characters enter the room, the cat jumps down from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
austere, high-backed chair facing a pair of padded couches and a coffee table. A hidden compartment in the left armrest of the duke’s chair contains a silvered dagger. A character who examines the chair
false bottom rises and pulls the cork out of a thin glass vial hidden underneath it. The uncorked vial releases a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the chest. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
austere, high-backed chair facing a pair of padded couches and a coffee table. A hidden compartment in the left armrest of the duke’s chair contains a silvered dagger. A character who examines the chair
false bottom rises and pulls the cork out of a thin glass vial hidden underneath it. The uncorked vial releases a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the chest. The
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
gladiator is merely poisoned and spoiling for a fight. The unconscious condition ends on a thug who is wounded, knocked out of their chair, or splashed with a pint or more of liquid. Blue Chair. The blue
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wooden upright chair, and hanging from the center of the deck above is an unlit, hooded lantern.
There is nothing of significant value here, and the area is unoccupied. The drawer, which is unlocked
assortment of fruit, a silver carafe half full of a light red liquid, and a silver goblet. Set at the table are two upright wooden chairs and a padded leather chair.
On the deck toward the stern is a wooden
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wooden upright chair, and hanging from the center of the deck above is an unlit, hooded lantern.
There is nothing of significant value here, and the area is unoccupied. The drawer, which is unlocked
assortment of fruit, a silver carafe half full of a light red liquid, and a silver goblet. Set at the table are two upright wooden chairs and a padded leather chair.
On the deck toward the stern is a wooden
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
gladiator is merely poisoned and spoiling for a fight. The unconscious condition ends on a thug who is wounded, knocked out of their chair, or splashed with a pint or more of liquid. Blue Chair. The blue
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
radius. They can’t be blinded, charmed, frightened, or paralyzed. They have an Intelligence of 2 (–4), a Wisdom of 6 (–2), and a Charisma of 1 (–5). They lose the Pack Tactics trait and all languages they
except for a tattered bedroll and a chair. From behind the closed doors of the northern rooms, you hear the faint sound of snoring.
Each of the northern rooms has one duergar sleeping in it. The two
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, chosing itself and no other
light illuminates this room, which has an oversized chair, heavy curtains covering the windows, and a large, ornate wooden chest.
Any characters who requested special magical treatments from one of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
either direction, one must first say the password (“apogee”), which is known only to the tower’s stewards. If the door is opened without the password, flame erupts in a 10-foot-radius sphere centered on
drawer triggers, erupting with flame in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save or half as much damage
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
either direction, one must first say the password (“apogee”), which is known only to the tower’s stewards. If the door is opened without the password, flame erupts in a 10-foot-radius sphere centered on
drawer triggers, erupting with flame in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save or half as much damage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
radius. They can’t be blinded, charmed, frightened, or paralyzed. They have an Intelligence of 2 (–4), a Wisdom of 6 (–2), and a Charisma of 1 (–5). They lose the Pack Tactics trait and all languages they
except for a tattered bedroll and a chair. From behind the closed doors of the northern rooms, you hear the faint sound of snoring.
Each of the northern rooms has one duergar sleeping in it. The two
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, chosing itself and no other
light illuminates this room, which has an oversized chair, heavy curtains covering the windows, and a large, ornate wooden chest.
Any characters who requested special magical treatments from one of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
clothing) are conversing here by torchlight. The giant has two rocks nearby. In the room are a table, a chair, a stool, a bench, three kegs on the floor, and a small, covered jar on the table. The first keg
-foot radius (simulate this by making players uneasy in whatever way you find best). The wall to the west is a mural showing giants bowing before a black cairn, offering sacrifices and giving gifts. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
clothing) are conversing here by torchlight. The giant has two rocks nearby. In the room are a table, a chair, a stool, a bench, three kegs on the floor, and a small, covered jar on the table. The first keg
-foot radius (simulate this by making players uneasy in whatever way you find best). The wall to the west is a mural showing giants bowing before a black cairn, offering sacrifices and giving gifts. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
feet. Across from the crackling stove is a modest desk with a matching chair. Other furnishings include a small table and chair for dining, a bed, an iron chest resting at the foot of the bed, and two
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
feet. Across from the crackling stove is a modest desk with a matching chair. Other furnishings include a small table and chair for dining, a bed, an iron chest resting at the foot of the bed, and two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
. C14: Sythian’s Study An unlocked rolltop desk is pushed against the west wall of this study. The desk’s chair has a large S carved into its backrest. Near the desk, a wooden staircase spirals up
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
. C14: Sythian’s Study An unlocked rolltop desk is pushed against the west wall of this study. The desk’s chair has a large S carved into its backrest. Near the desk, a wooden staircase spirals up
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. D11b: Markos’s Office This room contains a black wooden desk with a cushioned, high-backed chair behind it. Two smaller chairs face the desk with their backs to the door. A niche in the northeast corner
bath (area D17). An unfolding wooden ladder allows easy access. D15: Markos’s Bedroom This room contains a bed with an ornately carved frame, a wardrobe, a writing desk, and a leather chair. A
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
poisonous gas that fills a 10-foot-radius sphere centered on the door. Each creature in the area must succeed on a DC 16 Constitution saving throw or be poisoned for 2d4 hours. A poisoned creature falls
centerpiece is a long wooden table with an ornate, throne-like chair at one end and smaller chairs along both sides. Seated in the big chair is a human woman clad in leather armor, and she’s not alone.
This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
writing desk and matching chair, a dresser, a tall wardrobe, and an owlbear throw rug draped over a padded chair with matching ottoman. Coach House The Cassalanters own three carriages — one for their
successful DC 16 Strength (Athletics) check. If the box is opened by any means other than a golden key, poison gas sprays out from holes in the underside of the lid, filling a 15-foot-radius sphere centered