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Returning 30 results for 'foot harvested'.
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foot harvest
Spells
Player’s Handbook
plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one
yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window
Monsters
Spelljammer: Adventures in Space
from the elf’s hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt
Plant Growth
Legacy
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Spells
Basic Rules (2014)
, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot
centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Kelp Farm Five bullywugs work kelp beds in the 6-foot-deep water of this 30-foot-high cave, while a giant toad swims nearby. The kelp is a staple of the bullywugs’ diet and glows with a faint
green light. The light fades 10 minutes after the plant is harvested. If they are threatened, the bullywugs order the giant toad to attack and call for help from areas 2 and 23.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius
centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius
centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot
-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot
-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
moss that grows in warm and damp areas, ormu is particularly common near steam tunnels and vents. It sheds dim light in a 5-foot radius, and can be harvested, dried, and made into a phosphorescent powder
height of 1d6 + 4 feet and emits bright light in a 15-foot radius and dim light for an additional 15 feet. A nightlight that is uprooted or destroyed goes dark after 1 round. If a living nightlight is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
) Duration: 24 hours You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other
Kobold
Legacy
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Species
Volo's Guide to Monsters
shed teeth as jewelry, with more teeth indicating an older — and wiser — kobold. Some unscrupulous individuals wear teeth stolen or harvested from others in an attempt to make them seem
, or typical behavior. For example, “Red Foot,” “White Claw,” and “Scurry” are Common translations of often-used names. A kobold might change its name when it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
gemstones more appropriate to their size. They also harvested oversized pearls from giant clams. You can use the “Gemstones” section of the Dungeon Master's Guide to randomly generate different jewels
mask depicting an expression of raucous laughter 3 A set of gilded, giant-sized cutlery 4 A 5-foot-tall stone tablet engraved with runes that feel warm to the touch 5 A quartz pendant carved in the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass. Using the
of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to
.
Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
action to open or close a valve on the tank, releasing a cloud of pungent fertilizer that fills a 30-foot cube. The cloud grows 10 feet per side each round the valve remains open. The cloud has the same
them costs 5 feet of movement. Most of the crates are empty, but four of them contain harvested, edible fungi. Each crate of fungi weighs 50 pounds, contains the equivalent of 20 days of rations, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
fungi, five of which have useful (and in some cases magical) properties. Roll 3d8 to determine how many of each mushroom can be harvested from this location. A character who examines a certain kind of
on the edge of the pumpkin patch ascends to a 20-foot-high wooden balcony outside area L8. If a creature other than Granny Nightshade or a Small Humanoid (such as a human child or a halfling) enters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
creatures moving about. These aquatic creatures mind their own business and pay little heed to surface-dwellers. The coral on the outside of the royal spires can be harvested and sold. Someone who can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
interrupted by a naturally formed, 50-foot-wide, 50-foot-deep chamber that a chimera has made into a lair. The ledge that leads across this area is covered with the bones of the chimera’s kills (beasts
. Grain harvested from area 7 is brought here and made into flour. The grinding of the millstone, the cranking of the water wheel, and the rush of water pouring down the mountainside drown out most other
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stairs is in reach of the vines’ attacks. Outer Wall. The wall surrounding the courtyard is 15 feet high and has a 3-foot-wide walkway along its top, accessed by the stairs to the east and west. The
abandoned, the garrison soldiers were in the process of enclosing this yard behind a 3-foot-wide, 15-foot-high wall identical to the one protecting the courtyard (area 2). The unfinished wall stands 3 feet
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mildewed notebook containing instructions for concocting a potion of longevity out of fungi and a pint of blood from an archfey, all harvested within the past 24 hours. The handwriting in this
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a lion crown lock (see “Crown Locks” earlier in the chapter). This thirty-foot-high balcony overlooks the banquet hall. A harpsichord decorated with painted panels is situated at one end of the
roses to Iggwilv, but only Iggwilv and Iggrik (the quasit in area P51) know that the curse can be ended in this way. The black roses can be harvested from the rose garden (area P7). P34. Hall of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and responsibility aren’t necessarily commensurate from one legion to another or even between banners in the same legion. A phalanx of foot soldiers led by a captain in one legion might be two hundred
the resources have been harvested or until Maglubiyet calls them off to war. If the hobgoblins are interested in doing business with the outside world, they might erect a trading post on the fringe of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accommodate broad stone parapets with buildings atop them. Each parapet features a 30-foot-tall stone pagoda topped by a weather vane. A wooden statue of Chauntea stands in the middle of each pagoda
, holding a large bronze gong and surrounded by cornucopias. Next to each pagoda are one or two stone outbuildings that serve as barracks. A 10-foot-wide, moss-covered stone staircase leads from the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hall are tiny chips of glowing stone harvested from a mountain in Elysium. They can be pried out using Jeweler’s Tools or Mason’s Tools, at a rate of 1d8 stones per minute (to a maximum of 300 stones
). Each one sheds Dim Light in a 5-foot radius and can be sold for 5 SP. Secret Door. A character who has a Passive Perception of 15+ or who searches the west wall for secret doors and succeeds on a DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explored the multiverse. Fungi from the Feywild and crystals harvested from the deepest reaches of the Astral Plane fuel the cave’s glow and anchor the planar magic that lingers here. Planar Displacement
the canyon when its walls collapsed, stranding them here. Unable to scale the sheer, 60-foot-high walls, the centaurs are out of ideas. The centaurs are friendly toward the characters unless attacked
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Z14: Crystal Cavern The tunnel opens to a twenty-foot-high, cylindrical chamber. The cavern looks like the inside of a geode, the walls encrusted with crystals that spark and glow. A mine cart track
eerily like their surroundings Crystals. The iridescent crystal spires that cover the cavern spark with magical energy. The crystals can be harvested to power various machinery in the outpost, such as
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
net falls when a creature in area 2 releases the rope that holds it in place. The net can easily be spotted by anyone who looks toward the ceiling. When a creature releases the net, a 10-foot-square
rituals often involve the use of freshly harvested organs. If the adventurers’ corpses are targeted by speak with dead or similar magic, they answer the caster’s questions truthfully. They know
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Throne Swarm Trap. The 20-foot-tall white throne is a magic trap that the Thayans might use if desperate. When any non-undead creature climbs onto it, a swarm of stinging insects pours out of the back of
nearby pillar, and the harvested plant starts to rapidly regrow. The skeletons ignore intruders unless they are attacked or damaged, in which case they all attack trespassers in the room. Two shambling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hoolwatch Tower This 60-foot-tall tower was the first defensive building of Saltmarsh, and it still serves as an armory and lookout as well as the official base of the town guard. Eliander spends most of
Tendrils harvested from a shambling mound 6 Deck planks stolen from a pirate ship 7 Log taken from the Hool Marshes, transported in swamp water 8 Wood from a shipwreck 24. Crabber’s Cove Just east of






