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Returning 20 results for 'connecting while radius'.
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connection while radius
Monsters
Van Richten’s Guide to Ravenloft
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The Unbreakable Heart. The Unbreakable Heart is a nonmagical scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and
, though they can still die in other ways. The glowing device sheds light in a 10-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim
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
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
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
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and stitching itself into place if positioned in a cavity where the creature’s heart
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and stitching itself into place if positioned in a cavity where the creature’s heart
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
properties: The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. A lawful good creature
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
properties: The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. A lawful good creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
an ability check. It has blindsight out to a range of 60 feet and is blind beyond this radius. As an action, the iron spider can shoot out a 6-inch-thick web cable up to 50 feet long, attaching the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
an ability check. It has blindsight out to a range of 60 feet and is blind beyond this radius. As an action, the iron spider can shoot out a 6-inch-thick web cable up to 50 feet long, attaching the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
steps descend sharply.
The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (area 49), connecting the stairways on either side. 53. Belak’s Study
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
steps descend sharply.
The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (area 49), connecting the stairways on either side. 53. Belak’s Study
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As a
bright green, casting the entire room in an eerie light.
The statue’s glowing eyes emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Petrifying Statue. When a creature not
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
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
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
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As a
bright green, casting the entire room in an eerie light.
The statue’s glowing eyes emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Petrifying Statue. When a creature not
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
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->Vecna: Eve of Ruin
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
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->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10