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Returning 34 results for 'consults within regrow'.
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Spells
Player’s Handbook
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
Spells
Player’s Handbook
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it
Monsters
Bigby Presents: Glory of the Giants
against a random creature within 10 feet of itself. If no creature is within reach, the maw can make two Fang Fling attacks.Hill giants are known for their voracious appetites, which can attract the
its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and chew on anything within reach. Some maws desperately rip the teeth from their mouth for
Monsters
Fizban's Treasury of Dragons
targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and
Monsters
Fizban's Treasury of Dragons
Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8
creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
spells
everywhere within 5 miles of you.
Each Beast and Plant creature in the area must succeed on a Wisdom saving throw or have the Frightened condition until it has spent 1 minute outside the area. Mundane plants
cast the spell. Beast and Plant creatures won’t return and plants won’t regrow in the area for a number of days equal to the roll’s total.
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity
Mishap
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
Equipment
well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be
Equipment
and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be
you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or
there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or
there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be
you arrive there successfully. The DM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
chew on anything within reach. Some maws desperately rip the teeth from their mouth for relief, but the teeth quickly regrow. Cunning maws use this phenomenon as a ready supply of weaponry, throwing
damage, the maw makes one Bite attack against a random creature within 10 feet of itself. If no creature is within reach, the maw can make two Fang Fling attacks.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gibbering Mouther Ravenous Chorus of Unreality Habitat: Underdark; Treasure: None Helge C. balzer Gibbering mouthers endlessly feed on and regrow their own amoeboid bodies—amorphous heaps roiling
. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn:
1–4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Chanterella won’t leave these caverns. Although its colony has been wiped out, the myconid sovereign wants to try to regrow the fungus forest. After helping the characters as well as it can, it bids them
sticky tendrils, which it uses to lower the potions within easy reach. Sunlight, any effect that cures disease, or any effect that deals radiant or necrotic damage destroys the mold. If the mold is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vulnerability to fire damage. If damaged but not destroyed, the thorns magically regrow to full health after 24 hours. The thorns restrain any creature that ends its turn within 5 feet of them. Any
creature that starts its turn restrained by the thorns takes 22 (4d10) slashing damage from the writhing barbs. Once a creature is entangled, it can break free only if all the thorn bushes within 5 feet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a character arrives in the maze, describe it as follows: You stand within a fifteen-foot-high passageway walled by smooth, featureless stone, which is lit by torches and shrouded by fog. There’s no
, characters in the maze can see giant, distorted versions of any creatures standing within 10 feet of the wall carving, but they can’t hear anything outside the maze. The configuration of the maze
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services
rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
Chamber Eleven robed cultists chant within this ritual chamber. Each wears a horned, golden mask with four metallic tentacles sprouting from its chin. The cultists gather around a black marble altar
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
., passive Perception 10
Languages any language it knew in life
Challenge 6 (2,300 XP)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it
or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.
Actions
Multiattack. The clockwork kraken makes four tentacle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal
comfortable lifestyle at half the normal cost (see chapter 5, “Equipment,” in the Player’s Handbook). Gaining Renown A character can spend downtime improving his or her renown within a particular
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Development. Vermin left in this chamber grow hungry, feeding on any dead creatures. Within a few hours, they begin killing and feeding on each other. Glyph Key. One Thayan has a glyph key attuned to this
, anywhere within the area described by the dashed line on the map. It attacks any creature it can reach. If it can’t attack, the otyugh uses its turn to attempt a DC 20 Strength check to break its chain
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures
magically pull the air from the cave and the lungs of any creature that comes within 30 feet of the back of the cave. Such a creature must succeed on a DC 15 Constitution saving throw or be unable to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
plating, it begins to regrow, even as the orrery housing magically straightens itself out. Within a few days, the orrery housing is a pristine, golden six-sided device with a circular hole in each face
submerging themselves within. At the far end of the chamber stands a double door with a large, ornately carved lock.
The pools represent the trials the characters must undertake to pass the test of