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Returning 21 results for 'during slope range'.
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Spells
Player’s Handbook
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some
other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Hallucinatory Terrain
Legacy
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Spells
Basic Rules (2014)
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or
some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hallucinatory Terrain 4th-level illusion Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a stone, a twig, and a bit of green plant) Duration: 24 hours You make natural terrain in a 150
-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hallucinatory Terrain Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a mushroom)
Duration: 24 hours
You make natural terrain in
a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Rise This upthrust section of the cavern floor is edged by a steep slope to the southwest and a 6-foot-high cliff elsewhere. The cliff requires a successful DC 11 Strength (Athletics) check to
near them. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.
H’hoort, a troglodyte and Chieftain S’slaar’s mate, is lashed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hallucinatory Terrain 4th-level illusion Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a stone, a twig, and a bit of green plant) Duration: 24 hours You make natural terrain in a 150
-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hallucinatory Terrain Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a mushroom)
Duration: 24 hours
You make natural terrain in
a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mirage Arcane 7th-level illusion Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some
pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mirage Arcane 7th-level illusion Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some
pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them
Monsters
Fizban's Treasury of Dragons
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M2. Amphitheater An open-air amphitheater is carved from the slope of the mountaintop. Short, cloaked figures sit on tiered stone benches, facing the stage. Enclosing the stage are ten-foot-high
on stage, nervously rehearsing their lines from pages of a script. All three are commoners (neutral) with proficiency in the Performance skill and darkvision out to a range of 60 feet. In a pinch
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
invade the troglodytes’ domain.
Map 2.3: The Glitterhame View Player Version The following locations are identified on map 2.3. VISION IN THE GLITTERHAME
Range of vision is important in the
path leading east comes closest to the slope. They are wedged into spaces between boulders, 6 to 8 feet above the cavern floor. Their Stone Camouflage trait gives them advantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carries a spider silk pouch that contains two peridots (500 gp each). 12b. Iron Spider Several tunnels leading to this 30-foot-high cave are festooned with web cables. The south tunnels slope down gently to
an ability check. It has blindsight out to a range of 60 feet and is blind beyond this radius. As an action, the iron spider can shoot out a 6-inch-thick web cable up to 50 feet long, attaching the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
have a passive Wisdom (Perception) score of 12 or higher notice the goblin’s movements. Western Passage. This passage is choked with rubble and blocked by steep slopes. Moving up the slope requires 5
between the two escarpments. It strikes at any creature that disturbs it, which includes characters scrambling up the slope. A climbing character with a passive Wisdom (Perception) score of 13 or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
.
If the cave bear has not been summoned elsewhere by the verbeeg, it sleeps in the western niche of this chamber until it detects intruders. It has brown fur and darkvision out to a range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Features” in appendix B) and uses the priest stat block with these changes: She wears half plate (AC 15). She has these racial traits: Her speed is 25 feet. She has darkvision out to a range of 60 feet
pull open the iron door, the view beyond shows another place — and you are suddenly there, the door disappearing behind you. A grassy slope leads down to the banks of a slow-moving river. A number of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap in chapter 4. 5: Moon In the center of this roughly rectangular chamber is a deep, silver, bowl-shaped depression. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from
, one of the Ruin cards flies toward the creature and makes a Ruinous Card attack: Ruinous Card. Ranged Weapon Attack: +7 to hit, range 60 ft., the creature that triggered the attack. Hit: 22 (4d10
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
center of a forest clearing. Bright green grass and colorful wildflowers blanket the ground. The toadstools range from the size of a finger to as large as a chair.
Five figures sit on the largest
observed Juliana and Orlando during their travels and knows they’ve spent a great deal of time talking with the Gardener, who lives in a cave across the lake (see area G20). G8: Bears’ Range A cave toward