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Returning 35 results for 'dim inner are both'.
Magic Items
Icewind Dale: Rime of the Frostmaiden
inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi
Crystal Properties
Intelligence Score
Range of Telepathy
Light Intensity
psi-crystal-int-3-7;3–7
15 feet
Dim light out to a range of 5 feet
psi-crystal-int-8-11;8–11
30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
phoenix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Siege
one Beak attack.
Swoop (Costs 2 Actions). The phoenix moves up to its speed and makes one Fiery Talons attack.Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across
Monsters
Fizban's Treasury of Dragons
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1
Monsters
Fizban's Treasury of Dragons
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
wide and high.
Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Barracks This chamber is above the main level of Blingdenstone, and houses off-duty svirfneblin currently assigned to defend the entrance. INNER BLINGDENSTONE: GENERAL FEATURES
Inner
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inner light infused by the sun, and the water flows throughout the rest of the cavern in lesser rivers and streams. The waterfall sheds dim light for 30 feet. Water downriver of the falls sheds dim light for 5 feet.
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. All creatures aboard the train feel a sense of inner peace. No creature aboard the train can make an attack or cast a spell that deals damage. 3 Mount Celestia. Good-aligned creatures aboard the train
deafened. Outside the train, bright light becomes dim light, and dim light becomes darkness. 6 Ysgard. Silent, spectral warriors from Valhalla fly around the train on ghostly chariots pulled by ghostly steeds. Any creature aboard the train that would be reduced to 0 hit points drops to 1 hit point instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
called on by spellcasters and powerful beings to take shape and perform tasks. Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical
spirits have no society or culture, and little sense of being. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
resemble tiles. Because the monks encourage inhabitants to focus on inner peace rather than outer beauty, the monastery’s construction is simple and its interior decoration sparse. Other features are
Bright Light in interior rooms. Sunlight entering the cave mouth during the day casts Dim Light through cave areas in the upper level. Caves in the lower level are in Darkness; descriptions assume the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner
Radiance. Here are the transformation options: Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals. Map 5.1
and slightly damp. Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius. Chimneys. Two chimneys connect the main
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial
light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Phoenix To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.
—Mordenkainen
Releasing a phoenix from the Inner
light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Siege Monster. The phoenix
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Phoenix Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke — an elder elemental
phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
illumination. These creatures are not under the myconids’ control and fight only in self-defense. The myconid sprouts form an inner ring 6 feet in diameter, and the adults are in a protective ring 10 feet in
-foot radius and dim light for an additional 10 feet.
When not melding with its subjects, the myconid sovereign — named Floot — spends its time cultivating exotic mushrooms and crafting potions
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
vines of a nearby hillside. A stone door can be seen, ajar, in the tunnel’s dim depths. The door bears chiseled marks that might once have been a name.
Over time, many rich folks built in the valley
those who flee. Inner Tomb The iron door is rusted shut. A characters can force it open with a successful DC 15 Strength check. Inside, the following is revealed: Beyond the rusted door is another square
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threat that avoids them or overcomes them emerges to wreak havoc across the land. The inner depths of the Dreadwood are a place where the planar bindings between Oerth and the Shadowfell are thin. Undead
. Throughout this middle area, bright light extends no more than 20 feet from any source of illumination, with the normal area of bright light beyond that range reduced to dim light and dim light turned
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heart and gives me power. (Any)
4 Fury. My only release from life’s endless grind is surrendering to my inner beast. (Evil)
5 Ruthlessness. The ends justify the means and victory is to be
it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner.
The sacks contain old clothing and rags. A group of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
everburning black candles that are found in the temple (area 11), so the illumination is eerie and dim. The walls are hung with purple cloth, and the floor is thickly carpeted in black. The inner room to the
drop to half its hit point maximum or lower, the wall casts darkness on itself (affecting only the outside of the wall, not its inner surface). The chamber south of the wall is lit by the same
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
lobe (areas B1–area B5) as seen from above. B6: Right Temporal Lobe Panpipes play an eerie melody as you approach. Folds in the wall narrow into a dim alcove. Shadows shift rhythmically, as if mimicking
deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
appear before the stage after each game. Fortune’s Wheel Results d10 Outer Wheel Middle Wheel Inner Wheel 1 No prize Roll again on outer wheel Roll again on middle wheel 2 No prize No prize Letter
middle wheel Roll again on inner wheel Star Bag. The participant wins a bag of holding. Big-Ticket Prize. The participant wins the gilded apparatus of Kwalish in area F6. The apparatus remains in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
naturalness and space, gradually sloping down in 5-foot tiers to the inner garden. Since the ship’s crash, nature has reclaimed the area. Carnivorous plants grow untamed, and escaped specimens have made the
scintillating fish with gemlike scales inhabits this streamlet and its pool. The fish use the swarm of quippers stat block but shed dim light in a 10-foot radius. The fish are indifferent toward the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
they encounter to avoid repetition. A white gate’s misty energy field, when active, gives off dim light and renders its area heavily obscured. This field is also an impenetrable magical force that blocks
forms a lid hinged on the inner side and lined with lead. A character within 5 feet of the lid might notice it with a successful DC 20 passive Perception check. A character who searches the area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.
Creature. In the glowing hall rests a fire snake. Belak used magic to call the creature forth and
wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge.
Investigating. Viewed in white
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read
marble shot through with scarlet veins. The walls and floor are polished and dust-free, and a thick black carpet runs the length of the hall. Dim, ambient light illuminates the space.
The first hall
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
walk through a curtain into the inner space, read the following: Black candles cast dim light throughout this inner room, revealing a circle of unholy runes drawn in chalk on the floor. A black-robed
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->Ghosts of Saltmarsh
inner compartment holds a carved indentation of a holy symbol of St. Cuthbert and a coiled iron cobra that attacks any creature not wearing a symbol of St. Cuthbert. When a creature places the symbol
altar in area M4. M9. Cave of Lost Souls This sea cave has the following features: Algae. The sea cave is covered in phosphorescent algae, which fills the cave with dim green light. Ceiling. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
staircase ascends gracefully, connecting the first and second floors. A flickering lamp casts dim light on the stairs.
Guards don’t patrol this area. T12: Balcony On the second floor’s large balcony, a
when the gas is released must succeed on a DC 12 Constitution saving throw or take 11 (2d10) poison damage. Treasure. Each cabinet holds 1,000 gp. T15: Inner Vault This room’s main door, situated in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Rivibiddel believes the entire crypt is filled with deadly dangers. Emerald. The massive emerald Rivibiddel seeks is likely hidden in an inner sanctum, as befits Dumathoin’s lore. Secret doors are
instead of monetary. P15: Blessed Dead This room contains fourteen alcoves, each one containing a sarcophagus. The lid of each is carved to depict a pious dwarf priest. A dim radiance emanates from each
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
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center






