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Returning 25 results for 'contacted warded radius'.
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contact warded radius
contained warded radius
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Monsters
Keys from the Golden Vault
;t be contacted telepathically unless she allows such contact.Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Survival) check notice the haze growing thicker and more pungent. If the characters notice, they can avoid the miasma by rushing out of the area. If they don’t, a toxic, 20-foot-radius sphere surrounds a
figures appear in the haze around the party and move along with them. The forms can’t be harmed or warded away by any means. Soon after the shapes appear, the figures begin speaking as one, telling the grim
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Legendary
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Legendary
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Survival) check notice the haze growing thicker and more pungent. If the characters notice, they can avoid the miasma by rushing out of the area. If they don’t, a toxic, 20-foot-radius sphere surrounds a
figures appear in the haze around the party and move along with them. The forms can’t be harmed or warded away by any means. Soon after the shapes appear, the figures begin speaking as one, telling the grim
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon’s next turn. 13 Thick Lead Skull. The demon can’t use telepathy or be contacted by telepathy. It can’t be charmed, frightened, or stunned. 14 Worm Tongue. The demon can’t speak any language. 15
a radius of 60 feet. 20 Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can’t be blinded, deafened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon’s next turn. 13 Thick Lead Skull. The demon can’t use telepathy or be contacted by telepathy. It can’t be charmed, frightened, or stunned. 14 Worm Tongue. The demon can’t speak any language. 15
a radius of 60 feet. 20 Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can’t be blinded, deafened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dour elf queen watches over a small beach. The statue’s eyes are magically warded to alert the dragon of intruders. Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have
vanishes. Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dour elf queen watches over a small beach. The statue’s eyes are magically warded to alert the dragon of intruders. Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have
vanishes. Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
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
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
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
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
searches the door for traps spots the tiny glyph with a successful DC 17 Intelligence (Investigation) check. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
searches the door for traps spots the tiny glyph with a successful DC 17 Intelligence (Investigation) check. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it