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Returning 29 results for 'dim inhabit are barriers'.
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dim inhabited are barriers
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Spells
Player’s Handbook
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Planescape: Adventures in the Multiverse
inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have
sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light.
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
time using its shadow web.
Reel. The darkweaver pulls each creature it has grappled up to 60 feet toward itself.Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other
Monsters
Planescape: Adventures in the Multiverse
struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different
pets of doting, highly protective owners.Illumination. The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light.
Flaming Sphere
Legacy
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Spells
Basic Rules (2014)
a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall
and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
A Darkweaver’s Lair Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where
Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
inhabit. Shadar-kai know that those who come willingly to the Raven Queen’s tower are there to beseech her for something, and thus they try to prepare such visitors for what they will face. The queen’s
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on
sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light.
Brian Valeza
Swarm of Sunflies Medium Swarm of Tiny
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Berbalang Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures
its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master.
Shadow Stealth. While in dim light or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
inhabit the western part of the Dim Forest, the eastern part is wild and prowled by monsters, including green dragons. Hellfurnaces. The Hellfurnaces are a volcanically active extension of the Crystalmist
, searching for food and plunder. An ancient tunnel stretches from the western end of the Yeomanry into the Sea of Dust, attracting many adventurers to explore its lengths. Dim Forest. Though elves
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Darkweaver Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium
darkvision 120 ft., passive Perception 16
Languages Abyssal, Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Shadowy Form. While the darkweaver is in dim light or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire Elemental Primal Spirit of Heat and Flame Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: None Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames
creature takes 5 (1d10) Fire damage.
Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Water Susceptibility. The elemental takes 3 (1d6) Cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire Giant Giant of the Smoldering Depths Habitat: Mountain, Underdark; Treasure: Armaments Robson Michel Fire giants inhabit the hollow vaults and molten rivers of mountainous depths. There, they
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
shed dim light in a 10-foot radius. A sharp blow to one of the crystals, including throwing it so it impacts a hard surface, causes it to burst in a 10-foot-radius flash of blinding light. Any creature
fish inhabit the stream, so that the DC of any foraging attempts for food in this area is reduced to 10. Crossing the stream reduces the drow pursuit level by 1. Warning Sign The characters enter a
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
length. Clusters of small fungi grow throughout the chamber, and odd indentations dot the floor and walls at semiregular intervals. Somewhere farther back in the cave, a dim glow casts flickering
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants are aptly named. Though they are not themselves undead, they wear death like a shroud. Its stink lingers around them, and even sunlight seems to dim in their presence.
—Bigby
Fire Giant
they have lost, but unwilling to approach it again.
—Diancastra
Stone Giant Encounters The Stone Giant Encounters table presents stone giants and creatures that might appear in areas they inhabit
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
crickets (use the giant frog stat block) nibble at the glowing mushrooms in this cave, which radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets
insect rotates slowly on a spit.
Two fomorians inhabit this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Spiral Features Tyrant’s Spiral has the following features: Ceilings. Unless noted otherwise, caverns have 30-foot-high ceilings. Gaseous Light. Harmless, luminous gases shed dim light throughout the
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the other side of the stream.
Characters using a light source or darkvision can spot the rope bridge at area H5: In the shadows of the ceiling to the north, you can just make out the dim shape of a
pungent from the smell of poorly cured hides and unwashed goblins.
Five goblins and two goblin bosses inhabit this den. The southern half of the cave is 10 feet higher than the northern end. Sildar
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Locations in the Abyssal Prisons are identified on map 5.3. Map 5.3: Abyssal Prisons Light. Dim light radiates from the walls, floors, and ceilings in this sector, a manifestation of strengthened
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound






