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Returning 35 results for 'feet auras'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Aura of Overwhelming Splendor. The high fae radiates dazzling and mollifying magic. Each creature of the high fae’s choice that starts its turn within 5 feet of the high fae must succeed on a
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Stunning Soliloquy"}. The high fae unleashes a string of magical words. Each creature of the high fae’s choice within 30 feet of
monsters
Claustrophobia. While underground or in an indoor space smaller than 10 feet in diameter, Wrin makes ability checks and attack rolls with Disadvantage.
Read the Stars (1/Day). By spending 1 hour
subjects of the reading each gain a +1 bonus to saving throws for 24 hours.
Spirit Sight. Wrin can see creatures with the Incorporeal Movement trait within 30 feet, regardless of whether they&rsquo
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bearded devil face, painted green. Forlorn cries echo from the black void of its gaping maw.
The devil face forms the mouth of a 5-foot-wide cylindrical shaft that descends 10 feet before opening up in
the ceiling of area 35. Magical darkness fills the mouth and the shaft. A detect magic spell or similar effect reveals auras of evocation and illusion magic within the shaft. A successful dispel magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bearded devil face, painted green. Forlorn cries echo from the black void of its gaping maw.
The devil face forms the mouth of a 5-foot-wide cylindrical shaft that descends 10 feet before opening up in
the ceiling of area 35. Magical darkness fills the mouth and the shaft. A detect magic spell or similar effect reveals auras of evocation and illusion magic within the shaft. A successful dispel magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, 15 feet below the ceiling and 60 feet above the pit floor. A detect magic spell or similar magic reveals auras of abjuration and transmutation around each platform. Each disk is wide enough that
37. Winds of Pandemonium Two balconies face each other over a vast pit. Between the balconies hover five wooden platforms, each one a disk ten feet across. A single torch burns above each balcony. On
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, 15 feet below the ceiling and 60 feet above the pit floor. A detect magic spell or similar magic reveals auras of abjuration and transmutation around each platform. Each disk is wide enough that
37. Winds of Pandemonium Two balconies face each other over a vast pit. Between the balconies hover five wooden platforms, each one a disk ten feet across. A single torch burns above each balcony. On
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q25. Trapped Hallway This T-shaped hallway has branches to the west, east, and south. Three arched windows in the north wall look out over the foggy grounds. The ceiling in the hall is 20 feet high
in areas Q27 and Q28 rush through the doors (which can be freely opened from their side) and attack. The wall of stone vanishes after 10 minutes, at which time the trap resets. Characters who cast a detect magic spell in the hall can perceive hazy auras of evocation magic in front of the doors.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Hall of Mirrors Mirrors. Niches, each 3 feet deep, line the north and south walls. Mounted on the back wall inside each one is a large, oval glass mirror in a heavy stone frame — sixteen mirrors
in all.
Torch Stub. The blackened end of a burnt-out torch lies on the floor in the middle of the corridor.
Five of the sixteen mirrors are magical and radiate auras of illusion magic while in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Night and Day Timekeeper. Four pillars support the 20-foot-high ceiling. An iron ring 20 feet in diameter is suspended from iron brackets affixed to the tops of the pillars so that it hangs
parallel to the floor 20 feet below. Nested inside this ring is a circular iron disk of slightly smaller diameter with a symbol of the sun embossed on one side and a symbol of the moon on the opposite side
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Caught in the Tentacles Ceilings. The central portion of this chamber has a domed ceiling 20 feet high. Wings to the east and west have 15-foot-high arched ceilings.
Crevasse. Orange light and
intense heat spill from a crevasse that splits the room nearly in two. (The source of the light is a river of lava 30 feet below, which widens toward the southeast, originating in area 40d.)
Statues
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q25. Trapped Hallway This T-shaped hallway has branches to the west, east, and south. Three arched windows in the north wall look out over the foggy grounds. The ceiling in the hall is 20 feet high
in areas Q27 and Q28 rush through the doors (which can be freely opened from their side) and attack. The wall of stone vanishes after 10 minutes, at which time the trap resets. Characters who cast a detect magic spell in the hall can perceive hazy auras of evocation magic in front of the doors.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Hall of Mirrors Mirrors. Niches, each 3 feet deep, line the north and south walls. Mounted on the back wall inside each one is a large, oval glass mirror in a heavy stone frame — sixteen mirrors
in all.
Torch Stub. The blackened end of a burnt-out torch lies on the floor in the middle of the corridor.
Five of the sixteen mirrors are magical and radiate auras of illusion magic while in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Time Chamber Two massive hourglasses occupy this irregularly shaped chamber. Their glass globes are nearly fifteen feet across, with each hourglass rising almost to the ceiling thirty feet
the only effect is a hideous, ear-grating groan. The sand runs, but the hourglasses’ magic has long since dissipated. Casting a detect magic spell reveals faint auras of transmutation magic within the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Night and Day Timekeeper. Four pillars support the 20-foot-high ceiling. An iron ring 20 feet in diameter is suspended from iron brackets affixed to the tops of the pillars so that it hangs
parallel to the floor 20 feet below. Nested inside this ring is a circular iron disk of slightly smaller diameter with a symbol of the sun embossed on one side and a symbol of the moon on the opposite side
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Time Chamber Two massive hourglasses occupy this irregularly shaped chamber. Their glass globes are nearly fifteen feet across, with each hourglass rising almost to the ceiling thirty feet
the only effect is a hideous, ear-grating groan. The sand runs, but the hourglasses’ magic has long since dissipated. Casting a detect magic spell reveals faint auras of transmutation magic within the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Caught in the Tentacles Ceilings. The central portion of this chamber has a domed ceiling 20 feet high. Wings to the east and west have 15-foot-high arched ceilings.
Crevasse. Orange light and
intense heat spill from a crevasse that splits the room nearly in two. (The source of the light is a river of lava 30 feet below, which widens toward the southeast, originating in area 40d.)
Statues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here is 10 feet high. The room has the following features: Arch. Embedded in the middle of the east wall is a stone arch. Carved into its keystone are three human-like stick figures holding hands
creatures between the statue and the gate (save DC 19). A detect magic spell reveals auras of abjuration magic and evocation magic around the statue. It melds seamlessly with its base and the floor, as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here is 10 feet high. The room has the following features: Arch. Embedded in the middle of the east wall is a stone arch. Carved into its keystone are three human-like stick figures holding hands
creatures between the statue and the gate (save DC 19). A detect magic spell reveals auras of abjuration magic and evocation magic around the statue. It melds seamlessly with its base and the floor, as
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vaulted ceiling thirty feet overhead. The essence of evil permeates the very air. The smell of freshly turned earth is here. Settled into the dirt on the floor is a shining black coffin of finely waxed
strong auras of conjuration magic. The central alcove is nonmagical. Creatures that enter the western alcove are instantly teleported to the western alcove of crypt 32 in area K84. Stepping into the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
little warmth or illumination. Shore of the Spindle. Rocky ground worn smooth by eons of gentle waves extends about 500 feet from the water’s edge to the Spindle’s sheer cliffs. Standing on the shore
them to see magical auras.
Saerthe’s quick wit and sharp tongue provide them with an inexhaustible supply of jabs and quips (though never mean-spirited), accompanied to great effect by their natural
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
little warmth or illumination. Shore of the Spindle. Rocky ground worn smooth by eons of gentle waves extends about 500 feet from the water’s edge to the Spindle’s sheer cliffs. Standing on the shore
them to see magical auras.
Saerthe’s quick wit and sharp tongue provide them with an inexhaustible supply of jabs and quips (though never mean-spirited), accompanied to great effect by their natural
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vaulted ceiling thirty feet overhead. The essence of evil permeates the very air. The smell of freshly turned earth is here. Settled into the dirt on the floor is a shining black coffin of finely waxed
strong auras of conjuration magic. The central alcove is nonmagical. Creatures that enter the western alcove are instantly teleported to the western alcove of crypt 32 in area K84. Stepping into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
feet tall, depicts Keresta Delvingstone with her claws outstretched and her fangs bared. Around its neck, the statue wears a large ruby pendant on a gold chain (750 gp), and draped over its shoulders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
feet tall, depicts Keresta Delvingstone with her claws outstretched and her fangs bared. Around its neck, the statue wears a large ruby pendant on a gold chain (750 gp), and draped over its shoulders
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see “Teleport Traps”).
Brazier The eight embers swirling above the brazier radiate auras of conjuration and transmutation magic under the scrutiny of a detect magic spell or similar magic. The
antimagic field spell fills the uppermost 40 feet of the pit, leaving a 10-foot cube at the bottom unaffected. Treasure. Any magic items teleported away by the statue of Vergadain in area 23 or by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
Secret Door. Set into the north wall is a secret door that
auras of transmutation magic around the pedestal and rectangular sections of the north wall where hidden bookshelves magically emerge (see “Treasure” below). The pedestal is a Small object with AC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
Secret Door. Set into the north wall is a secret door that
auras of transmutation magic around the pedestal and rectangular sections of the north wall where hidden bookshelves magically emerge (see “Treasure” below). The pedestal is a Small object with AC 15
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see “Teleport Traps”).
Brazier The eight embers swirling above the brazier radiate auras of conjuration and transmutation magic under the scrutiny of a detect magic spell or similar magic. The
antimagic field spell fills the uppermost 40 feet of the pit, leaving a 10-foot cube at the bottom unaffected. Treasure. Any magic items teleported away by the statue of Vergadain in area 23 or by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spaced along the west wall. Each niche is 4 feet tall, 1 foot wide, 1 foot deep, and lit with ambient magical light.
Secret Door. A secret door in the south wall opens into area 39c.
The glass
five 1-foot-long pieces — the four that Halaster placed on display here, plus a fifth piece he cast away. A detect magic spell reveals no magical auras around the staff fragments. Each of the staff’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lake below the cage.
The stone door separating the mooring area from the spiral staircase (area 26) radiates auras of abjuration, conjuration, and illusion to a detect magic spell or similar effect
door locks and the spell resets if the door is closed again. If a character tosses anything into the mouth that isn’t a phosphorescent crab, the mouth spits it out. If the character is within 10 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spaced along the west wall. Each niche is 4 feet tall, 1 foot wide, 1 foot deep, and lit with ambient magical light.
Secret Door. A secret door in the south wall opens into area 39c.
The glass
five 1-foot-long pieces — the four that Halaster placed on display here, plus a fifth piece he cast away. A detect magic spell reveals no magical auras around the staff fragments. Each of the staff’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lake below the cage.
The stone door separating the mooring area from the spiral staircase (area 26) radiates auras of abjuration, conjuration, and illusion to a detect magic spell or similar effect
door locks and the spell resets if the door is closed again. If a character tosses anything into the mouth that isn’t a phosphorescent crab, the mouth spits it out. If the character is within 10 feet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
request, but enough to place her in a special crypt. A detect magic spell or similar effect reveals auras of evocation magic around the golden sun and the bejeweled cockroach (see “Treasure” below
turns angry as it emits rays of searing light. Each creature within 30 feet of the sun that doesn’t have total cover against it must succeed on a DC 14 Dexterity saving throw or be struck by a ray