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Returning 35 results for 'creature would ringed'.
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Spells
Player’s Handbook
a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.
Any creature in the wall’s space makes a
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much
Monsters
Spelljammer: Adventures in Space
Pacify (if available) or Psychic Crush.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3
","rollType":"recharge","rollAction":"Pacify"}. The psurlon targets one creature it can see within 120 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or fall unconscious for 10
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"1d8","rollType":"damage","rollAction":"Dagger (bonus psychic)","rollDamageType":"psychic"} psychic damage.
Psychic Crush. The psurlon targets one creature it can see within 120 feet of
ability (spell save DC 13):
2/day: mage armor (self only)
1/day: suggestionA psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it
Magic Items
The Wild Beyond the Witchlight
This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it
. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light
Monsters
Spelljammer: Adventures in Space
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Bite","rollDamageType
","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Psychic Crush. The psurlon targets one creature it can see within 120 feet of itself. The target must make a DC 13
Blade Barrier
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain
.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Wall of Fire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high
, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high
, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
boxed text to the players: A thirty-foot-tall obelisk ringed by seven smaller standing stones rises from the crest of this hill. A tall man wearing tattered robes strides between the standing stones
affecting the stones or targeting a creature inside their perimeter. Ubbalux appears as a tall human wizard. The demon stole this appearance from the last visitor to stray into his stones (after Ubbalux
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, describe it as follows: A twilit palace emerges dreamlike from the clouds. A great marble tower ringed by delicate spires casts its shadow over the rooftops below. Another tower teeters nearby, torn
from the canopy of the ancient forest below you and scatter in all directions. Moments later, a much more fearsome creature erupts from the woods: a sinewy, pale-green dragon that takes to the sky and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
irregular intervals. Each well is ringed by hewn stone, is 10 feet in diameter, and rises 3d10 feet above ground level. Each well is inhabited by 1d4 will-o’-wisps that float up to greet new arrivals. These
additional action option, which they use to grant boons to those who promise to oppose Bavlorna: Magic Boon (Recharges after a Long Rest). The will-o’-wisp grants a boon to one creature it can see within
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Within the militaristic, ringed walls of Rigus, soldiers prepare for a war that never ends Gate The gate to Acheron rests in a spacious hangar deep beneath the tiered hill. In addition to natural
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
railings and the literal airiness of each footstep might suggest. Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts
ancient) silver dragon can use the following additional lair action while in its lair: Icy Grip. A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon’s choice that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Handpicked Successor) This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature
holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
recognizable as a myconid, it looks like a fungal larva slithering along the ground. Mold and lichen grow in hypnotic patterns along its ringed stalk, and it puffs clouds of spores from a slit resembling a
. The moans of the garden’s victims suddenly take on a new tone of fear as something moves across the foul ground. A disgusting larval creature rises up before you, showing only vestigial fungal growths
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
tops that can be removed. In the rest of the area, a royal complex sprawls across verdant fields, and courtyards and ringed marketplaces dot the miniature countryside. There is a blight on this
and onto the glyph causes a wall of fire spell to spring up in the doorway, with the damaging side facing away from the character who entered. The wall remains in place for 1 minute. Creature. Within
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
immediately, and spirits of the ancestors animate the creature and it attacks. These beings are constructs, but otherwise function according to the statistics for a certain kind of creature, as noted
about a fire committing suicide with their daggers. Two smaller figures are ringed by the four—the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
deck. N’ghathrod carries a rapier as an affectation but it not proficient with the weapon.
Before it turned to a life of space piracy, N’ghathrod lived in a mind flayer colony on the ringed planet of
images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isn’t an aberration that starts its turn inside the ship must succeed on a DC 15 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
center of a muddy lake. The camp is ringed by immense bone spurs, with makeshift wooden walls between. A wooden palisade surrounds a camp composed of tents, huts, and a crooked watchtower. Dozens of
following event occurs once the characters recover the bronze dragon egg or prepare to leave the camp. Read or paraphrase the following: Flapping wings sound above as a hulking creature with black scales
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
padded chairs and a low stone shelf holding four crystal pitchers, a large bowl, and several glasses. A pale mind flayer sits in one of the chairs wearing a black, tattered robe.
The sitting creature
.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8 to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Underdark and brought it back here. If the characters challenge the duergar, the two enlarged ones remove the sack covering the umber hulk’s head and release the creature, after which all four
tall, bipedal fungus creature. Luminous spores float in the air around it. A savage, white-furred biped has torn off one of the creature’s arms and is holding it while four other white-furred bipeds
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Lesser Cavern Locations The following locations are keyed to map 1.1. Mike Schley Map 1.1: Lesser Caverns View Player Version L1: Entry Caverns This wide chamber is ringed with a mixture of rough
of the carved faces is magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels leaving the chamber, the face beside it animates and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Lesser Caverns Locations The following locations are keyed to map 6.2. L1: Entry Caverns This wide chamber is ringed with a mixture of rough-hewn and natural passageways leading away from the
drooping wattles—all are strange and doleful.
The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
off other visitors. The corpse is infested with two swarms of rot grubs (see appendix C). Any creature that touches the body comes under attack by the swarms as they spill out of gaps in the armor
serviceable and fits a Medium creature. The longsword and the shield are in good condition. An explorer’s pack, lacking the rations and water, is under the corpse. Development. The smuggler in area 21 is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Doorway. A Detect Magic spell reveals an aura of evocation magic radiating from the doorway. If a creature pulls on either of the doors’ crescent-shaped handles, the doorway emits a 30-foot cone of
silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that inhabited the city captured a unique medusa — Gloine Nathair-Nathair, whose gaze could transform victims into glass instead of stone. A cult of the medusa arose to worship the creature, which was
.
Ooze Barrier. The gleaming barrier marks the upper edge of the ooze. Above the creature, the flora of the mountains grows in abundance. But from about the third-story level down to the streets, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
central spire is not part of the palace and wasn’t frozen in time. Although the storm is magical, it can’t be dispelled, and the area it occupies is heavily obscured. Any creature that falls into the
vortex takes 18 (4d8) force damage. In addition, its speed becomes 0 feet, it can’t benefit from any bonus to its speed, and it can’t be seen by others. The creature takes the damage again at the start






