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                        Returning 35 results for 'diameter intended are beyond'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     precious metal. They roam Wildspace in commandeered spelljamming ships, gathering the precious metals and crystals they need to build more of their kind. Clockwork horrors have no goal beyond replication
                                                
                                            
                                                
                                                    .
The body of a clockwork horror is about two feet in diameter, but the legs give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.Multiattack. The kruthik makes two Stab or Spike attacks.
Stab. Melee
                                                
                                            
                                                
                                                     span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
                                                
                                            
                                                
                                                     threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the effect on itself on a success.Third Form
Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing
                                                
                                            
                                                
                                                    , Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
                                                
                                            
                                                
                                                     ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
                                                
                                            
                                                
                                                     feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a DC 21 Dexterity saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType
                                                
                                            
                                                
                                                     or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft
                                                
                                            
                                                
                                                     call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend&rsquo
                                                
                                            
                                                
                                                     sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
                                                
                                            
                                                
                                                     hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
                                                
                                            
                                                
                                                     significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
                                                
                                            
                                                
                                                     the city of Sigil, while the reverse side shows the Outlands. These maps and the landmarks they depict aren’t to scale, as both Sigil and the Outlands are vast and ever-changing, making them beyond
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     each extend 10 feet beyond the starting area. After that point, check on the Passage table for each passage to determine what lies beyond. Use the Beyond a Door table to determine what lies behind doors
                                                
                                            
                                                
                                                    . diameter; one passage at each cardinal direction 7 Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level) 8 Square, 20 × 20 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     tower hangs suspended in the eye of a perpetual storm, surrounded by a wall of tempestuous weather (equivalent to the effect of the wind wall spell) about 400 feet in diameter. Beyond that wall, the storm rages.
                                                
                                            
                                                
                                                     of strong winds 60 feet in diameter and 60 feet high. The eye of the cyclone is a column of crushing winds, 10 feet in diameter, that forms a portal leading to the Elemental Plane of Air. A creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     “food for a tenday or more on the road, and seeds for the future beyond that.” Reason to Visit. Darovik is a useful contact for characters with a connection to the Emerald Enclave. Goldenfields is also an intended destination of the missing delegation, though they obviously never arrived.
                                                
                                            
                                                
                                                    -fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Hoard Item Quirks Hoard items often manifest strange qualities beyond their intended function, regardless of the state they’re in. Roll once on the Draconic Quirks table to determine the quirk of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     protects the purification chambers. Beyond these small, vital areas, the sewers are lawless. Though the sewers were never intended to support a population, over the centuries a subculture has evolved in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     gravestones burst from a thin crust of snow in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking
                                                
                                            
                                                
                                                     is carved with roses and bears a 3-inch-diameter sun-shaped indentation on its east side. Engraved beneath the indentation is the name Petrovna. If Tasha Petrovna’s holy symbol (see chapter 4, area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
 The echoes of battle are always in the
                                                
                                            
                                                
                                                     darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Mishap   d6 Result   1 A surge of magical energy deals the caster 1d6 force damage per level of the spell. 2 The spell affects the caster or an ally (determined randomly) instead of the intended target
                                                
                                            
                                                
                                                    , or it affects a random target nearby if the caster was the intended target. 3 The spell affects a random location within the spell’s range. 4 The spell’s effect is contrary to its normal one, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    T1. Entry Cavern If the sinkhole opened up, this cavern has a pile of dirt in the center and a gaping, 20-foot-diameter hole in the 30-foot-high ceiling. This wide, irregularly shaped cavern has a
                                                
                                            
                                                
                                                     don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X6. Southeast Annex This room is featureless except for a rough-edged, 10-foot-diameter circular hole in the floor to the east and empty torch sconces along the walls. Double doors of amber stand
                                                
                                            
                                                
                                                     open to the north and west. A single closed door lies just south of the western set of double doors. The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    
  1 (−5)
Damage Immunities fire, poison
 Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
                                                
                                            
                                                
                                                     half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
 Actions
 Multiattack. The ruin grinder makes two Excavator attacks.
 Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     in the northeastern alcove.
 Shockerstomper consists of a 30-foot-diameter, saucer-shaped platform mounted atop seven mechanical legs. Crowning the platform are three spherical turrets, each with a
                                                
                                            
                                                
                                                     blindsight out to a range of 60 feet and is blind beyond this radius. It activates when a creature comes within 60 feet of it. Once it is activated, Shockerstomper attempts to destroy all creatures in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , paralyzed, petrified, poisoned, unconscious
 Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 11
 Languages —
 Challenge 5 (1,800 XP) Proficiency Bonus +3
 Siege Monster
                                                
                                            
                                                
                                                    . The auger deals double damage to objects and structures.
 Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     Aberration, revealing a 5-foot-diameter gap in the wall, but it attacks any other creature. Destroying the gibbering mouther leaves the gap in the wall unguarded. D3: Void Striders The structure
                                                
                                            
                                                
                                                     gravity doubles the distance creatures can jump. However, any creature that jumps must make a DC 14 Strength (Athletics) check. On a successful check, the creature lands in the intended spot. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
 Medium monstrosity, unaligned
 Armor Class 18 (natural armor)
 Hit Points 39 (6d8 + 12
                                                
                                            
                                                
                                                     at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
 Actions
 Multiattack. The kruthik makes two stab attacks or two spike attacks.
 Stab. Melee Weapon Attack: +5 to hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Staring out from it is a 1-foot-diameter purple disk inscribed with a black, glaring eye. Looming behind the altar is a 9-foot-tall statue carved in the form of an amorphous, forward-lurching pillar
                                                
                                            
                                                
                                                    , Intelligence 3, Wisdom 3, and Charisma 1. It has blindsight out to a range of 10 feet and is blind beyond this radius. As an action, the animated statue makes a single melee weapon attack (+10 to hit) with its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     end of the hall is made of crystal and radiates an aura of conjuration magic under the scrutiny of a detect magic spell or similar effect. The orb, which is 1 foot in diameter, sheds bright light in a
                                                
                                            
                                                
                                                     light and renders the pieces nonmagical. The doors along the north wall open into the rooms beyond. The doors to the west and south have hinges on this side and open into the hallway. The clay urns are purely decorative and contain nothing of value.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     also notices a 1-inch-diameter hole bored through it at a height of 5 feet. On the north side of the secret door, a human bandit quietly listens at the hole for sounds of newcomers descending the shaft
                                                
                                            
                                                
                                                     break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Halaster’s Lair As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain. Lair Actions On
                                                
                                            
                                                
                                                    , 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . The door farthest from you swings open on rusty hinges, and beyond it you see a smaller, almost sepulchral chamber.
 A change in air pressure causes the door to area C3 to swing open, and the
                                                
                                            
                                                
                                                     only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
 The bottom of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     release. Dragon Bolt-Holes Iymrith has broken through two walls and excavated tunnels and chambers beyond, expanding her lair. A 30-foot-diameter hole in the west wall is buried under a 30-foot-high
                                                
                                            
                                                
                                                     glares down at a 20-foot-diameter hole in the sandstone floor. The hole represents the top of an 800-foot-deep shaft, the bottom quarter of which is filled with sand and old bones (previous sacrifices to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     expansions intended to lure larger merchant vessels into the port. Two primary piers are used to load and unload large ships, while a series of smaller ones accommodate humbler vessels. This part of Saltmarsh
                                                
                                            
                                                
                                                     smugglers from beyond this world who can sell you anything you’ve dreamed of. 10 It’s only a matter of time before the dwarves dig too deep and unleash something horrible.
                                                
                                            
                                        






