Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conviction revere gloom to her radius'.
Other Suggestions:
condition reverts golem to her radius
condition reverts good to her radius
condition reverts globe to her radius
connection revere glory to her readies
condition revert good to her radius
Monsters
Bigby Presents: Glory of the Giants
Gloom (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Creeping Gloom"}. The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it
if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.
Dolphin delighters often accompany
long.Delightful Light (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Delightful Light"}. The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and
Monsters
Planescape: Adventures in the Multiverse
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
planes. It’s said the first demodands of Carceri were created by baernaloths.
Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
monsters
Advantage on saving throws against spells and other magical effects.
Variable Illumination. The spellvoid wisp sheds Bright Light in a 5- to 20-foot radius and Dim Light for an additional number of
feet equal to the chosen radius. The spellvoid wisp can alter the radius as an action. Multiattack. The wisp makes two Shock attacks.
Shock. Melee Attack Roll: +7;{"diceNotation":"1d20+7
classes
Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things.
The exact origin of their divine power confounds the elders of
established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population
classes
Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things.
The exact origin of their divine power confounds the elders of
established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population
monsters
the ground in a 60-foot radius centered on the keeper. The area is Difficult Terrain, and a creature has the Poisoned condition while within the area. The fungus remains for 1 minute, until the keeper
channel their magic through fungus, mold, and rot, pushing the cycle of life toward death, decay, and the flourishing of things that thrive in gloom.
Secret. The fungus growing throughout keepers of the blight empowers and sustains them, and killing that growth diminishes their power.Necrotic, Poison
spells
A 20-foot radius Sphere of gloom erupts from a point you choose within range as fell energies from the dimension of shadow flood the area. You select an entity to push through into this reality for a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
,” and the characters must determine how to get through the area safely. A disorienting wave sweeps over you. Suddenly, your surroundings are unfamiliar and shrouded in shadows.
Out of the gloom appears
emits light in a 5-foot radius, but only so long as the goblin holds it. The lantern goes dark if any other creature takes custody of it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
,” and the characters must determine how to get through the area safely. A disorienting wave sweeps over you. Suddenly, your surroundings are unfamiliar and shrouded in shadows.
Out of the gloom appears
emits light in a 5-foot radius, but only so long as the goblin holds it. The lantern goes dark if any other creature takes custody of it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation ritual. The foundation myth of a mystery cult is usually simple and often involves a god’s death and rising, or a journey to the underworld and a return. Mystery cults often revere sun and
power.
Monotheism Monotheistic religions revere only one deity, and in some cases, deny the existence of any other deity. If you introduce a monotheistic religion into your campaign, you need to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation ritual. The foundation myth of a mystery cult is usually simple and often involves a god’s death and rising, or a journey to the underworld and a return. Mystery cults often revere sun and
power.
Monotheism Monotheistic religions revere only one deity, and in some cases, deny the existence of any other deity. If you introduce a monotheistic religion into your campaign, you need to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Any nonmagical source of illumination within a 60-foot-radius sphere centered on the dragon is snuffed out, and any spell that creates light within that same area is dispelled. Regional Effects When a
obscuring the land in gloomy shadows. Gloomy Portals. Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Any nonmagical source of illumination within a 60-foot-radius sphere centered on the dragon is snuffed out, and any spell that creates light within that same area is dispelled. Regional Effects When a
obscuring the land in gloomy shadows. Gloomy Portals. Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves. Dolphin delighters often accompany groups of sea elves, tritons, and tortles as
of the dolphin’s next turn.
Bonus Actions
Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
residence without an invitation from one of its occupants. Gloom Shroud. Imperceptible energy channeled from the Shadowfell extends from the creature in a 20-foot Emanation. Other creatures in that area have
Disadvantage on Charisma checks and Charisma saving throws. Light. The creature sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. As a Bonus Action, the creature can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves. Dolphin delighters often accompany groups of sea elves, tritons, and tortles as
of the dolphin’s next turn.
Bonus Actions
Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
residence without an invitation from one of its occupants. Gloom Shroud. Imperceptible energy channeled from the Shadowfell extends from the creature in a 20-foot Emanation. Other creatures in that area have
Disadvantage on Charisma checks and Charisma saving throws. Light. The creature sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. As a Bonus Action, the creature can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the gloom. Intruders who can’t fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope
can use one or more of the following additional lair actions while in its lair: Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the gloom. Intruders who can’t fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope
can use one or more of the following additional lair actions while in its lair: Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
. They use their breath, thick with the gloom of Hades, to turn friends against each other and then savor the horror that rises when their victims realize how they’ve betrayed one another. Baernaloths
within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving throw. On a failed save
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
. They use their breath, thick with the gloom of Hades, to turn friends against each other and then savor the horror that rises when their victims realize how they’ve betrayed one another. Baernaloths
within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving throw. On a failed save
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15
Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord’s follower’s is the rakshasa
foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.
Actions
Multiattack. Rak Tulkhesh makes four weapon attacks.
Spawned Melee Weapon. Melee
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord’s follower’s is the rakshasa
foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.
Actions
Multiattack. Rak Tulkhesh makes four weapon attacks.
Spawned Melee Weapon. Melee
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15
Shadowfell and is infused with that plane’s gloom. While you’re wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself. This armor has 3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
6 Woolly rhinoceros
7 Saber-toothed tiger
8 Wolf
Battlehammer Dwarves The shield dwarves of Clan Battlehammer have iron mines throughout the
at the character who thwarted it. Coldlight Walker In the dark gloom of winter, this coldlight walker (see appendix C) stands out like a beacon. Characters can see its light long before they can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
6 Woolly rhinoceros
7 Saber-toothed tiger
8 Wolf
Battlehammer Dwarves The shield dwarves of Clan Battlehammer have iron mines throughout the
at the character who thwarted it. Coldlight Walker In the dark gloom of winter, this coldlight walker (see appendix C) stands out like a beacon. Characters can see its light long before they can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from
trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap. When it is triggered, the trap releases a cloud of noxious gas in a 5-foot radius around the chest
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from
trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap. When it is triggered, the trap releases a cloud of noxious gas in a 5-foot radius around the chest
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
advantage on Charisma checks for 24 hours. Once the tile is activated, it is dormant for 24 hours. Creature. A shadow hides in the gloom behind the dragon statue. It attacks only those who spot it or who
. The glyph is on the second page, and it’s triggered when someone opens to that page. Otherwise, the book is blank. If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
advantage on Charisma checks for 24 hours. Once the tile is activated, it is dormant for 24 hours. Creature. A shadow hides in the gloom behind the dragon statue. It attacks only those who spot it or who
. The glyph is on the second page, and it’s triggered when someone opens to that page. Otherwise, the book is blank. If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere