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Returning 35 results for 'consult reflect glowing to have range'.
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Spells
Player’s Handbook
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
Spells
Player’s Handbook
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature
Spells
Player’s Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
Magic Items
Fizban's Treasury of Dragons
This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.
The weapon has a normal range of 100 feet and a long
range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bolt Launcher"} to hit, range 120/480
battering ram;battering ram, the bolt launcher, the ogre chain brute;chain brute, and the ogre howdah;howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Monsters
Acquisitions Incorporated
Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.These intricately crafted constructs are typically made to reflect the forms of the metallic
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Mace", "rollDamageType":"radiant"} radiant damage.
Radiant Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Radiant Bolt"} to hit, range 120 ft., one
their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their
Monsters
Fizban's Treasury of Dragons
, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Handaxe", "rollDamageType":"slashing"} slashing damage. Hit or Miss: The
reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some
Monsters
Fizban's Treasury of Dragons
. or range 60 ft., one target. Hit: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Thunder Bolt", "rollDamageType":"thunder"} thunder damage, and the target is pushed horizontally
return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of
Monsters
Bigby Presents: Glory of the Giants
, range 50/200 ft., one creature. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target has the grappled
that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch barbed harpoons, which the giants use to drag enemies into or through the water.ColdReel In. The giant pulls the target grappled by its Harpoon up to 20 feet toward itself.
Monsters
Acquisitions Incorporated
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
*New spell introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Monsters
Strixhaven: A Curriculum of Chaos
studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to
sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the
Monsters
Strixhaven: A Curriculum of Chaos
many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells
tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of
Vitriolic Sphere
Legacy
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Spells
Elemental Evil Player's Companion
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity
Spells
Acquisitions Incorporated
Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the
spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must
Monsters
Planescape: Adventures in the Multiverse
hit", "rollAction":"Radiant Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType
greet newly arrived souls to Mount Celestia and light the path for those who traverse the plane with reverence and respect. They appear as glowing, winged balls of vaporous light wrapped in a gleaming
Monsters
The Book of Many Things
Halo of Pestilence. The champion is surrounded by an aura of deadly magic that takes the form of a host of glowing white insects. Each creature that starts its turn within 10 feet of the champion
Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Plague Bolt"} to hit, range 120 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction
Monsters
Icewind Dale: Rime of the Frostmaiden
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.
Brain Vessels
The brain floats in a jar of solution, pulsating as it
Monsters
Curse of Strahd
hit","rollAction":"Rock"} to hit, range 120 ft., one target. Hit: 21 (3d8 + 8);{"diceNotation":"3d8+8","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning
perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
Monsters
Eberron: Rising from the Last War
"} to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Spawned Ranged Weapon","rollDamageType":"force"} force damage.
Change Shape. Rak
are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage
Monsters
Fizban's Treasury of Dragons
an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
whip.
66–70
The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The
Monsters
Fizban's Treasury of Dragons
glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many
of caves and tunnels; the stone surfaces are smooth and water-worn, and the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and
Monsters
Eberron: Rising from the Last War
Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Eldritch Turret"} to hit, range 300 ft., one target. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
“Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
Monsters
Eberron: Rising from the Last War
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Fizban's Treasury of Dragons
1
I speak slowly and deliberately, 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
; and try to converse with them by humming snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am
Monsters
Quests from the Infinite Staircase
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
Species
Sword Coast Adventurer's Guide
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Chromatic Orb"} to hit, range 90 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Chromatic Orb","rollDamageType":"cold"} cold damage.Auril can take 3 legendary
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
Monsters
Icewind Dale: Rime of the Frostmaiden
sleep.Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Polar Ray"} to hit, range 120 ft., one target. Hit: 14 (4d6
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril