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Returning 35 results for 'contained radius gar to have reflections'.
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Monsters
Phandelver and Below: The Shattered Obelisk
", "rollAction":"Synaptic Rend"}. The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
*Circle spells don’t count against spells prepared.
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body
Magic Items
Princes of the Apocalypse
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of the Crushing Wave The Cult of the Crushing Wave maintains its headquarters in the southeast quarter of ancient Tyar-Besil. Long ago, this portion of Tyar-Besil contained storehouses. The
Dark Stream provided a safe, navigable waterway linking the stronghold with the Dessarin River and the surface dominions of the realm. Gar Shatterkeel, the Prophet of Water, instructed his followers to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of the Crushing Wave The Cult of the Crushing Wave maintains its headquarters in the southeast quarter of ancient Tyar-Besil. Long ago, this portion of Tyar-Besil contained storehouses. The
Dark Stream provided a safe, navigable waterway linking the stronghold with the Dessarin River and the surface dominions of the realm. Gar Shatterkeel, the Prophet of Water, instructed his followers to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
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
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
device emanates an antimagic field (same effects as the antimagic field spell) in a radius of 1 to 3 miles. The field can be activated or deactivated as an action with a touch by its controller.
The form
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
device emanates an antimagic field (same effects as the antimagic field spell) in a radius of 1 to 3 miles. The field can be activated or deactivated as an action with a touch by its controller.
The form
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
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
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Compendium
- Sources->Dungeons & Dragons->Divine Contention
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
effect is contained in the room. The crystal has AC 13, 27 hit points, and immunity to poison and psychic damage. T6. Twinkle Main Hold The sailors rest in shifts using the floor and the four
Compendium
- Sources->Dungeons & Dragons->Divine Contention
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
effect is contained in the room. The crystal has AC 13, 27 hit points, and immunity to poison and psychic damage. T6. Twinkle Main Hold The sailors rest in shifts using the floor and the four
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
in the service of righteousness or in defiance of wickedness A Blessed Ki-rin Shrine Blessed Radiance Effects d100 Effect 01–06 Golden light fills a 20-foot-radius, 40-foot-high cylinder
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
in the service of righteousness or in defiance of wickedness A Blessed Ki-rin Shrine Blessed Radiance Effects d100 Effect 01–06 Golden light fills a 20-foot-radius, 40-foot-high cylinder
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prisoners in this makeshift jail. If the characters are defeated in the temple, they are stripped of their gear and confined here while Gar Shatterkeel decides how best to dispose of them. C6. Victory
, answering only to Gar Shatterkeel. She is a sly, calculating creature, quick to offer bargains and make deals that she can later turn to her advantage. The hag wields great influence over the cult’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prisoners in this makeshift jail. If the characters are defeated in the temple, they are stripped of their gear and confined here while Gar Shatterkeel decides how best to dispose of them. C6. Victory
, answering only to Gar Shatterkeel. She is a sly, calculating creature, quick to offer bargains and make deals that she can later turn to her advantage. The hag wields great influence over the cult’s
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
, prone, restrained, stunned
Senses blindsight 360 ft. (blind beyond this radius), passive Perception 18
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Magic Resistance. The fractine
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
, prone, restrained, stunned
Senses blindsight 360 ft. (blind beyond this radius), passive Perception 18
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Magic Resistance. The fractine
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
. (blind beyond this radius),
passive Perception 6
Languages —
Challenge 11 (7,200 XP)
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
. (blind beyond this radius),
passive Perception 6
Languages —
Challenge 11 (7,200 XP)
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an