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Returning 35 results for 'drawn space'.
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dragon space
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
only.Spell Stalk. Immediately after a creature within 120 feet of the witchstalker casts a spell, the witchstalker magically teleports to an unoccupied space within 5 feet of the creature and can make
one Bite attack against the creature.Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and
Compelled Duel
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Spells
Player’s Handbook (2014)
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine
demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away
Monsters
The Book of Many Things
Void", "rollDamageType":"necrotic"} necrotic damage and is pulled 10 feet straight toward the aspirant’s space. On a successful save, a creature takes half as much damage only.
Sinister Devotion
the mysteries of the Heralds of the Comet, but they are firmly in the group’s clutches, both socially and metaphysically. If an aspirant is killed, the hapless individual is drawn into the Void and devoured, body and soul.
Monsters
Mythic Odysseys of Theros
":"1d6","rollType":"recharge","rollAction":"Flitterstep"}. The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting
eidolons possess many of the skills and details related to their past lives, they’re disconnected from those experiences, choosing to wander the world or brood in haunts they’re drawn to in
Monsters
Bigby Presents: Glory of the Giants
primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Ages later, that magic still thrums inside firbolgs.
Firbolgs are often drawn to the
community and harmony leads many firbolgs to pledge themselves to Hiatea’s service.Duplicitous Movement (1/Day). The firbolg projects an illusory duplicate of itself in an unoccupied space it can see
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.Multiattack. The
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"poison"} poison damage.
Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.Cosmic
horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade
Monsters
Dragonlance: Shadow of the Dragon Queen
. When the possession ends, Leedara reappears in an unoccupied space within 5 feet of the body. The target is immune to Leedara’s Possession for 24 hours after succeeding on the saving throw or
fellow priest, Isolde, drawn into the grim fate of the wicked Knight of Solamnia, Lord Soth;Lord Loren Soth. When Soth failed his gods-given quest to prevent the Cataclysm, he became cursed to exist
Monsters
Candlekeep Mysteries
’s turn. Nintra regains spent legendary actions at the start of her turn.
Attack. Nintra makes one attack.
Fey Step. Nintra teleports to an unoccupied space she can see within 30 feet of her
vortex. One creature of her choice within 20 feet of the pane must succeed on a DC 20 Strength saving throw or be drawn into the vortex, taking 11 (2d10);{"diceNotation":"2d10","rollType":"damage
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Deck of Many Things
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Magic Items
The Book of Many Things
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
Monsters
Planescape: Adventures in the Multiverse
from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an
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 or darkness.
Darkweaver Webs
monsters
Mordenkainen Presents: Monsters of the Multiverse
., one target. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7","rollType":"damage","rollAction":"Acid Lash","rollDamageType":"acid"} acid damage. Any creature killed by this attack is drawn into Juiblex
, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from the lower level brings a creature to the upper level. A creature or
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
down through the floor of the lower level, but the dragon’s magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from
Monsters
Waterdeep: Dungeon of the Mad Mage
, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
under its command.
After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose
Unspeakable Horror
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monsters
Van Richten’s Guide to Ravenloft
). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space during this move, the creature must succeed on a DC 16 Strength
mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a
Monsters
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.
Relentless Stride (Loathsome Limbs Only). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space
them appear to be composed of living mist. Further details of a mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause
Monsters
Fizban's Treasury of Dragons
unless the authorities find and turn over a thief who stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence
bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Magic Items
Tasha’s Cauldron of Everything
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Witchstalker Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and forests of Dunbarrow make
for good hunting grounds. The greater the source of magic, the more witchstalkers are drawn to the area. To their dismay, witches have drawn as many as a dozen witchstalkers. Witchstalkers resemble
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Shadow Shadows are undead that resemble dark exaggerations of humanoid shadows. They can consume any living creature, but they are especially drawn to creatures untainted by evil. Shadow
Medium
—
Challenge 1/2 (100 XP)
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
can grow. The most obvious limit to a dungeon’s size is the graph paper it’s drawn on. If a feature would exceed the boundaries of the page, curtail it. A corridor might turn or come to a dead end at
the map’s edge, or you can make a chamber smaller to fit the available space. Alternatively, you can decide that passages leading off the edge of the map are additional dungeon entrances. Stairs
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(see chapter 2), who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, understanding that the fates have drawn them to you. However, they
determines. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards. Flames. A powerful artificer (Moghadam or Thessalar, at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the scene, they find themselves literally being drawn into it. Each character drawn into the scene temporarily becomes one of the yuan-ti fighting the wounded Hexacali. The character gains the
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the
previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
having visual aids or physical props, the most common of which are miniatures and a battle grid. Miniatures are typically used in conjunction with model terrain, modular dungeon tiles, or maps drawn
while keeping the easy counting of a grid. Dungeon corridors with straight walls and right angles don’t map easily onto hexes, though. Creature Size and Space A creature’s size determines how much space