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Returning 35 results for 'conceal walking radius'.
Other Suggestions:
conceal willing radius
conceal warning raids
conceal warding radius
conceal waiting raids
conceal warping raids
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Monsters
Guildmasters’ Guide to Ravnica
magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws, the target is grappled in
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Monsters
Guildmasters’ Guide to Ravnica
throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Guildmasters’ Guide to Ravnica
throws against spells and other magical effects.
4
Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5
Grabber. When the krasis hits a creature with its claws
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Magic Items
Storm King's Thunder
.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you
while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Forge Hammer", "rollDamageType":"bludgeoning"} bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
Monsters
Storm King's Thunder
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and
Monsters
Divine Contention
concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw
Bead of Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent
creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Feats
Planescape: Adventures in the Multiverse
into that area for the first time on a turn, takes 1d8 force damage.
3
Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you
’re wearing or carrying, up to the distance used to an unoccupied space that you can see.
4
Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Twig Blight This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants. Twig Blight
Small plant, neutral evil
Armor Class
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but doesn’t speak
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Twig Blight This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants. Twig Blight
Small plant, neutral evil
Armor Class
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but doesn’t speak
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly
modifier: Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet. Shapechanger. As an
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly
modifier: Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet. Shapechanger. As an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
base walking speed is 30 feet. Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
base walking speed is 30 feet. Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the
an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the
an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force
other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force
other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force
other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force
other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
following properties, which work only while it’s on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once
) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have
an image of a creature and move it, you can alter the image so that it appears to be walking.
CALDER MOORE Silent Image can concoct illusions of
the mundane and the whimsical
Physical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have
an image of a creature and move it, you can alter the image so that it appears to be walking.
CALDER MOORE Silent Image can concoct illusions of
the mundane and the whimsical
Physical
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
following properties, which work only while it’s on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once
) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
walls in the lair can conceal cunning hidden passages or might be stone or clay thin enough for the dragon to burst through them. The narrowest tunnels in a copper dragon’s lair are just barely wide
-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is incapacitated with laughter until the end of its next turn. Torpid Energy. The dragon chooses a