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Returning 35 results for 'contain reputed ground to have relatively'.
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Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted.
1d100
Titan
01-15
Spells
Player’s Handbook
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Monsters
Guildmasters’ Guide to Ravnica
enemies on the ground, and engage flying foes.
The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest
Equipment
This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A Shrike Ship;shrike ship's legs enable it to land safely on the ground. The ship can float but
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively
plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who
Equipment
ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail
. The ship’s two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful
, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are
Monsters
Spelljammer: Adventures in Space
spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon can
contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs
Monsters
Spelljammer: Adventures in Space
spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon
contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and isn’t knocked prone. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes.The leviathan
gigantic serpent.
Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it
Monsters
Spelljammer: Adventures in Space
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Spelljammer: Adventures in Space
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Storm King's Thunder
contain numerous caves, two of them large enough for Klauth to shelter in. He keeps his legendary hoard in tunnels beneath one cavern, which can be entered only by lifting or pushing aside a massive slab of
lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it
Monsters
The Book of Many Things
’ll be found by mortals who are desperate for power and ripe for corruption.
Malaxxix seeks the Books of Keeping: ancient tomes that contain the true names of all yugoloths. To this end, it
palanquin. The target gains 19 (3d12);{"diceNotation":"3d12", "rollType":"roll", "rollAction":"Reassemble"} temporary hit points.
Slam. Malaxxix commands the palanquin to slam the ground. Each creature
Monsters
Fizban's Treasury of Dragons
protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Monsters
Fizban's Treasury of Dragons
, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive
become a young sapphire dragon;young sapphire dragon's feeding ground.
5
A young sapphire dragon and a hobgoblin warlord have become friends. The hobgoblin visits regularly to trade war stories
Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of
financial or sentimental value to the host dragon are stored away in the protected hoard, these tastefully appointed visitors’ chambers contain lesser treasures from inaccessible or storied locales
Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
treasures with significant financial or sentimental value to the host dragon are stored away in the protected hoard, these tastefully appointed visitors’ chambers contain lesser treasures from
Monsters
Fizban's Treasury of Dragons
intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5
Leomund's Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.After 60 days, there is a cumulative 5 percent
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Ground Level Unless the text of an encounter says otherwise, the stone double door to the mausoleum is locked. The lock can be picked by a character who makes a successful DC 15 Dexterity check using
coffins, engraved with the names of those interred within, contain nothing but dust and bones. M2. Underground Crypts Empty sconces adorn the walls. Cobwebs and dust indicate that no one has tended to this place in a long time. Stone coffins in alcoves contain dust and bones.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Scroll of Titan Summoning Scroll, Legendary When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you
toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Scroll of Titan Summoning Scroll, Legendary When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you
toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Ground Level Unless the text of an encounter says otherwise, the stone double door to the mausoleum is locked. The lock can be picked by a character who makes a successful DC 15 Dexterity check using
coffins, engraved with the names of those interred within, contain nothing but dust and bones. M2. Underground Crypts Empty sconces adorn the walls. Cobwebs and dust indicate that no one has tended to this place in a long time. Stone coffins in alcoves contain dust and bones.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
denizens of the monastery (such as the duergar), each carries 2d10 gp in mixed coinage and minor valuables. Walls. The roof of the monastery is about 25 feet above the ground, but the walls have patches
of crumbling masonry or poorly fitted fieldstone, so they’re relatively easy to climb. The wall surrounding the garden (area M14) is 10 feet high. Windows. The monastery windows are narrow and tall
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
disadvantage. The ground floor is paved with slate tiles, except the stable, which is hard-packed dirt. The basement is cobblestone. Light The stables are unlit. During the day, light filters in from the
interior walls are plastered lath, making them relatively soundproof. The basement walls are made of clay bricks braced at regular intervals by thick, rough-cut wooden beams. Windows Most of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock