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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
                                                
                                            
                                                
                                                     from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     spent legendary actions at the start of its turn.
Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of
                                                
                                            
                                                
                                                     attuned depends on the plane where the hag dwellsâhopeful and prosperous in the Feywild or dire and doomed in the Shadowfell.
Fate hags carry gleaming magical shears they use to snip strands of
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"Searing Gaze", "rollDamageType":"fire"} fire damage.
Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.The
                                                
                                            
                                                
                                                     Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     portal to a random layer of the Abyss.
Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. If the alkilith is motionless at the start of
                                                
                                            
                                                
                                                     demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"Searing Gaze", "rollDamageType":"fire"} fire damage.
Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can
                                                
                                            
                                                
                                                     see.The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollAction":"Collapse Distance"}. The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with
                                                
                                            
                                                
                                                     any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the targetâs original space takes 39 (6d12
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creatureâs space and stop there. In addition, if air can pass through a
                                                
                                            
                                                
                                                     space, the mist can do so without squeezing, and he canât pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    .
When you use an action to speak the itemâs command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isnât
                                                
                                            
                                                
                                                     enough space for the creature, the keyrune doesnât transform. See the Monster Manual for the creatureâs stat block â the name of which is given in bold in the keyruneâs
                                                
                                            
                                        
                                                    Conjure Fey
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within
                                                
                                            
                                                
                                                    
1/2
Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Satyr,Warhorse
1
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.
Implacable Gods
Hobgoblins revere two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Dire Worg Dire worgs are larger than common worgs and possess a supernaturally terrifying howl. They frequently hunt alongside ettins, ogres, and trolls. Dire Worg Huge Fey, Neutral Evil
 AC 16
                                                
                                            
                                                
                                                     worgâs next turn. Success: Half damage only.
 Bonus Actions
 Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Menagerie Level 13 Bastion Facility Prerequisite: None
 Space: Vast
 Hirelings: 2
 Order: Recruit
 A Menagerie has enclosures big enough to contain up to four Large creatures. Four Small or
                                                
                                            
                                                
                                                     Medium creatures can occupy the same space as one Large creature there. Recruit: Creature. When you issue the Recruit order to this facility, you commission the facilityâs hirelings to add a creature from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     capturing and taming smaller animals and beasts, particularly rats, dire rats, and reptilian creatures like lizards that thrive in a cave or underground environment. The kobolds corral these pets or allow
                                                
                                            
                                                
                                                     space in which to move and are found only in lairs that feature large caves or close access to the surface world. Kobolds are cautious and fearful of bears, since bears often seek to live in caves and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a
                                                
                                            
                                                
                                                     Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steedâs creature typeâCelestial, Fey, or Fiendâwhich determines certain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a
                                                
                                            
                                                
                                                     Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steedâs creature typeâCelestial, Fey, or Fiendâwhich determines certain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can
                                                
                                            
                                                
                                                     permanent portal to a random layer of the Abyss.
 Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing.
 False Appearance. If the alkilith is motionless at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     attuned depends on the plane where the hag dwellsâhopeful and prosperous in the Feywild or dire and doomed in the Shadowfell. Fate hags carry gleaming magical shears they use to snip strands of fate
                                                
                                            
                                                
                                                     of its turn.
 Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.
 Tangle Threads. The hag
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    Planar Incarnate The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of
                                                
                                            
                                                
                                                     saving throw or take 16 (3d10) fire damage.
 Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                    Planar Incarnate The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of
                                                
                                            
                                                
                                                     saving throw or take 16 (3d10) fire damage.
 Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.
  Kent Davis
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can
                                                
                                            
                                                
                                                     Abyssal but canât speak
 Challenge 11 (7,200 XP)
 Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing.
 False Appearance. While the alkilith is motionless, it is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     you. The hound uses the dire wolfâs statistics (see the Monster Manual or appendix C in the Playerâs Handbook), with the following changes: The hound is size Medium, not Large, and it counts as a
                                                
                                            
                                                
                                                     hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     category. The Eye of Aurnozci might also take interest in a mortal who draws the Flames card from a Deck of Many Thingsâa tantalizing opportunity for the cult to make good on the cardâs dire prophecy
                                                
                                            
                                                
                                                     frequently as every session; otherwise, space them out every few sessions. At first, the foes might be lesser demons like manes or dretches, or Humanoid cultists of Aurnozci. As the characters level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     (currently empty) and lots of space for pigpens and chicken coops. Behind the cottage is a graveyard where deceased members of the Krezkov family are interred. Dmitri and Annaâs four children, all of whom
                                                
                                            
                                                
                                                     Krezkites) know the following bits of local lore: Residents never leave the village for fear of being attacked by wolves, dire wolves, and werewolves. About once a month, a wagonload of wine arrives from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits
                                                
                                            
                                                
                                                     where they can hide their numbers and keep their presence secret. Such an arrangement isnât desirable, because space is usually at a premium. Permanent Visitors. If a hobgoblin legion is looking for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     she wants it back. Reenee doesnât elaborate, but the wyrmling knows Trikante has dire plans for her. If the characters donât stop Trikante, the mage easily recaptures Reenee and departs. If the
                                                
                                            
                                                
                                                     dragon appears in an unoccupied space of your choice that you can see within 60 feet of you and aids you for 10 minutes. Afterward, the time dragon vanishes, and the scale crumbles.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     cultist has control of it on the targetâs next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist
                                                
                                            
                                                
                                                    , the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     slowly become insectsâall of these delight Valaara.
 Held Loosely in Space. The daelkyr have lairs within Khyber, but these are no mere caverns. Each daelkyrâs domain is a demiplane reflecting the
                                                
                                            
                                                
                                                     places, deep within the woods of the Eldeen Reaches and Droaam. The common people of Khorvaire still see lycanthropes as a dire threat. Most folks donât understand that good-aligned lycanthropes exist
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     Minions  d20 Creatures   1â3 1d4 + 2 dire wolves 4â6 1d6 + 3 ghouls 7â9 1d4 + 2 Strahd zombies (in this appendix) 10â12 2d4 swarms of bats 13â15 1d4 + 1 vampire spawns 16â18 3d6 wolves 19â20 None  If the
                                                
                                            
                                                
                                                     actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creatureâs space and stop there. In addition, if air can pass through a space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     bedrolls are scattered across the remaining floor space, and three of the bedrolls have goblins sleeping in them. A small, twisting passage leads east through the ruins.
 Three goblins bunk here. Though
                                                
                                            
                                                
                                                     they see intruders outside, the goblins shout an alarm. C11: Ruined Tower This tower has almost completely collapsed, although the ground floor still has a little open space. Rotting crates and ancient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     Fourteen dire wolves run free here, and they immediately attack any humanoid that enters their area. If they see the whip from area 19, however, they cower and whimper, allowing the intruders to pass
                                                
                                            
                                                
                                                     unchallenged. 23. Guard Room A huge horn rests upon the small table in the center of the room; blowing it calls the dire wolves. Eight stools and two benches line the walls, and a sheaf of eighteen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     beside it animates and warns in a deep, dire tone, âTurn backâthis is not the way!â A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a
                                                
                                            
                                                
                                                     prone condition. On a successful save, it takes half as much damage only and is pushed to the nearest unoccupied space outside the trapâs area. Objects wedged under the trap are destroyed. The stone then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     warns in a deep, dire tone, âTurn backâthis is not the way!â A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a gemstone in its mouth
                                                
                                            
                                                
                                                     nearest unoccupied space outside the trapâs area. Objects wedged under the trap are destroyed. The stone then retracts into the ceiling, and the trap resets. A successful Dispel Magic spell (DC 17
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     large, six-wheeled freight wagons. Dory rents space in the warehouse to merchants and alchemists, many of whom use it as a staging area for shipments. After dark, the warehouse is locked tight and
                                                
                                            
                                                
                                                     attacks to finish off the party. If the situation becomes dire, he casts etherealness in an attempt to escape. Development. If the golem is defeated and Dory is captured, his bravado vanishes. He begs
                                                
                                            
                                        






