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Returning 35 results for 'creature range game to have radius'.
Other Suggestions:
creature range gain to have radius
Monsters
Monster Manual
Suggestion if available.
Poison Burst (Yuan-ti Form Only). Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Burst"}, reach 5 ft. or range 120 ft. Hit
creature within 5 feet. Failure: 21 (4d8 + 3);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
Monsters
Monster Manual
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the
damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 11 (2d8 + 2);{"diceNotation
Equipment
Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one.
Monsters
Monster Manual
"} Poison damage.
Poison Ray (Yuan-ti Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Ray"}, range 120 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3
snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Hail of Stone"}. Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within
range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Hail of Stone (Recharge 5–6);{"diceNotation
Monsters
Monster Manual
Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Handaxe"}, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Handaxe
hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3
it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Monsters
Monster Manual
.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2
returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaad’s next turn
its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
.
Nightmare Ray. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Nightmare Ray"}, range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
Monsters
Monster Manual
Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Javelin
+ 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Tusk", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet
Monsters
Monster Manual
Lash. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Caustic Lash"}, reach 10 ft. or range 120 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4", "rollType
halves the attack’s damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. Constitution Saving Throw: DC 15, each creature within 5 feet of
Monsters
Monster Manual
Pack Tactics. The jackalwere has Advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 feet of the creature and the ally doesn’t have the
":"Bludgeoning"} Bludgeoning damage.
Sleep Gaze (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Sleep Gaze"}. Wisdom Saving Throw: DC 10, one creature the jackalwere can see within 30
Monsters
Monster Manual
":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet. Failure: 28 (4d10 + 6);{"diceNotation":"4d10+6
Monsters
Monster Manual
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape
the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.AcidShape-Shift. The mimic shape-shifting;shape
Monsters
Monster Manual
Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1
.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.PoisonCold, Fire, Lightning
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8
an amount equal to the damage taken.Cold, Fire, Poison, PsychicShape-Shift. The succubus shape-shifting;shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game
Monsters
Monster Manual
Illumination. The flameskull sheds Bright Light in a 15- foot radius and Dim Light for an additional 15 feet.
Magic Resistance. The flameskull has Advantage on saving throws against spells and other
on them.Multiattack. The flameskull makes two Fire Ray attacks.
Fire Ray. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Ray"}, reach 5 ft. or range
Spells
Player’s Handbook
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Monsters
Monster Manual
creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash
Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Unsettling Visage"}. Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure
doppelganger shape-shifting;shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Equipment
, creating a particular effect in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
Monsters
Monster Manual
creature in a 20-foot-radius Sphere centered on that point. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Smoke Bomb", "rollDamageType":"Poison"} Poison damage, and the target
", "rollAction":"Rapier", "rollDamageType":"Poison"} Poison damage.
Hand Crossbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit
Monsters
Monster Manual
", "rollAction":"Lightning Storm"}. Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10
":"1d20+14", "rollType":"to hit", "rollAction":"Thunderbolt"}, range 500 ft. Hit: 22 (2d12 + 9);{"diceNotation":"2d12+9", "rollType":"damage", "rollAction":"Thunderbolt", "rollDamageType":"Lightning
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
Monsters
Monster Manual
Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10);{"diceNotation":"2d10", "rollType
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
Spells
Player’s Handbook
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first
time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or
Spells
Player’s Handbook
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind
) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Spells
Player’s Handbook
plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one
or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants