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                        Returning 35 results for 'gear radius'.
                    
                
                        
                            
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                                        guard radius
                                    
                                
                                    
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                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    . Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Counterflux Overcast"} to determine the effect:
1–3. The blastseeker creates a 15-foot-radius invisible sphere centered on
                                                
                                            
                                                
                                                     itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects.
4–6. The blastseeker creates a 15-foot-radius
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10);{"diceNotation":"10d10
                                                
                                            
                                                
                                                     its turn.
Tail Attack. The dragon makes one Tail attack.
Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10);{"diceNotation
                                                
                                            
                                                
                                                     its turn.
Tail Attack. The dragon makes one Tail attack.
Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     with two hands to make a melee attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn
                                                
                                            
                                                
                                                     tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.
Russet Mold
Few know for sure where
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
                                                
                                            
                                                
                                                     within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such
                                                
                                            
                                                
                                                     breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Acrobatics +6, Perception +4, Stealth +9
 Gear Daggers (6), Wand
 Senses Passive Perception 14
 Languages Common, Thieves’ Cant
 CR 7 (XP 2,900; PB +3)
 Actions
 Multiattack. The
                                                
                                            
                                                
                                                    –6). Constitution Saving Throw: DC 14, each creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3) Radiant damage, and the target has the
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Acrobatics +10, Athletics +4, Perception +5, Performance +10, Stealth +7
 Gear Rapier
 Senses Passive Perception 15
 Languages Common plus one other language
 CR 6 (XP 2,300; PB +3
                                                
                                            
                                                
                                                     Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4) Psychic damage, and the target has the Charmed condition until the end of the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
                                                
                                            
                                                
                                                     within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
                                                
                                            
                                                
                                                     within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      +7 
  Cha  16  +3  +3 
   
 Skills Deception +7, Insight +7, Investigation +8, Perception +11, Sleight of Hand +9, Stealth +13
 Gear Hand Crossbow, Rapier, Thieves’ Tools
 Senses Passive
                                                
                                            
                                                
                                                     damage.
 Smoke Bomb (1/Day). The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each creature in a 20-foot-radius Sphere centered on that point
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
                                                
                                            
                                                
                                                     within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and
                                                
                                            
                                                
                                                    
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:
 3/day each: scorching ray, shield, thunderwave
                                                
                                            
                                                
                                                     blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect:
 1–3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that
                                                
                                            
                                        
                                                    Delerium Fragment
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Crystal
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Shard
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Adventuring Gear This section describes items that have special rules or require further explanation. Ammunition  Item
 Cost
 Weight
   Arrows (20)
 1 gp
 1 lb.
 Blowgun needles (50)
 1 gp
 1
                                                
                                            
                                                
                                                    
 Amulet
 5 gp
 1 lb.
 Emblem
 5 gp
 -
 Reliquary
 5 gp
 2 lb.
  Other Adventuring Gear  Item
 Cost
 Weight
   Abacus
 2 gp
 2 lb.
 Acid (vial)
 25 gp
 1 lb.
 Alchemist’s fire (flask
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                     67 (9d8 + 27)
 Speed 30 ft.
       Mod Save 
    Str  16  +3  +3 
  Dex  12  +1  +1 
  Con  17  +3  +3 
        Mod Save 
    Int  9  −1  −1 
  Wis  11  +0  +0 
  Cha  9  −1  −1 
   
 Gear
                                                
                                            
                                                
                                                    .
       Mod Save 
    Str  11  +0  +0 
  Dex  12  +1  +1 
  Con  10  +0  +0 
        Mod Save 
    Int  10  +0  +0 
  Wis  11  +0  +2 
  Cha  10  +0  +0 
   
 Skills Deception +2, Religion +2
 Gear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Flasks Uncorking or breaking a green flask releases a cloud of invisible poison gas called essence of ether. The gas fills a 10-foot-radius sphere and dissipates within seconds. Any creature in the cloud
                                                
                                            
                                                
                                                     guest’s weapons and gear, then spends the next hour hiding these items throughout the castle.
 Otto reserves its polymorph spell for a truly dangerous adversary, turning that enemy into a frog before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     happens automatically in 1d4 minutes. The lights at the bottom of the lake are phosphorescent crabs that feed on the muck. Each crab sheds dim light in a 5-foot radius but stops glowing 10 minutes
                                                
                                            
                                                
                                                     their smooth outer walls can’t be scaled without climbing gear or magic. The Mechanus chain (area 69) drives the machinery in this cavern, feeding power to the Soulmonger and to the many traps and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Adventuring Gear The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item’s price appearing
                                                
                                            
                                                
                                                     after its name.  Adventuring Gear   Item Weight Cost   Acid 1 lb. 25 GP Alchemist’s Fire 1 lb. 50 GP Ammunition Varies Varies Antitoxin — 50 GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     +1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
                                                
                                            
                                                
                                                     functions as a familiar and has the statistics of a cat.
An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                      +0 
      Ability Score Mod Save 
    Int  17  +3  +6 
  Wis  12  +1  +4 
  Cha  11  +0  +0 
   
 Skills Arcana +6, History +6, Perception +4
 Gear Wand
 Senses Passive Perception 14
                                                
                                            
                                                
                                                     Psychic; Charmed (with Mind Blank)
 Gear Wand
 Senses Passive Perception 16
 Languages Common plus five other languages
 CR 12 (XP 8,000; PB +4)
 Traits
 Magic Resistance. The archmage has Advantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Adventuring Gear IGNATIUS BUDI  A Warlock channels magic through an Arcane Focus The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described
                                                
                                            
                                                
                                                     here in alphabetical order, with an item’s price appearing after its name.  Adventuring Gear   Item Weight Cost   Acid 1 lb. 25 GP Alchemist’s Fire 1 lb. 50 GP Ammunition Varies Varies Antitoxin — 50
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Other Adventuring Gear  Item Cost Weight   Abacus 2 gp 2 lb. Acid (vial) 25 gp 1 lb. Alchemist's fire (flask) 50 gp 1 lb. Antitoxin (vial) 50 gp - Backpack 2 gp 5 lb. Ball bearings (bag of 1,000) 1
                                                
                                            
                                                
                                                     creature moving through the area at half speed doesn't need to make the save. Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     single spell or attack, it explodes in a 10-foot-radius sphere. Creatures in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on
                                                
                                            
                                                
                                                     below deck, each with ten bolts of ammunition secured by ropes beneath. When the capstan on the main deck (area I1) is turned, a gear wrapped around a pillar connected to the capstan also turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     this devil face is teleported to area 27A. Charred Remains. Strewn near the southeast corner is a heap of charred bones and skulls, plus the crisped and blackened remains of clothing and gear, arms
                                                
                                            
                                                
                                                     to pulse with reddish lights, growing progressively stronger, brighter and hotter. Roll initiative. On initiative count 1, the stone explodes, absolutely killing any character within a 15-foot radius
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     
      Ability Score Mod Save 
    Int  8  −1  −1 
  Wis  12  +1  +1 
  Cha  14  +2  +4 
   
 Gear Daggers (6), Leather Armor
 Senses Passive Perception 11
 Languages Common plus one other
                                                
                                            
                                                
                                                      10  +0  +3 
  Dex  18  +4  +7 
  Con  14  +2  +2 
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  14  +2  +5 
  Cha  17  +3  +6 
   
 Skills Acrobatics +7, Perception +5
 Gear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple
                                                
                                            
                                                
                                                     (1d8 + 2) piercing damage if used with two hands to make a melee attack.
 Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear
                                                
                                            
                                                
                                                     attack.
 Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Fire damage to a rider while it is on the nightmare.
 Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
 Actions
 Hooves. Melee Attack Roll
                                                
                                            
                                                
                                                      +1  +1 
  Con  11  +0  +0 
      Ability Score Mod Save 
    Int  12  +1  +1 
  Wis  14  +2  +2 
  Cha  16  +3  +3 
   
 Skills Deception +5, Insight +4, Persuasion +5
 Gear Breastplate, Rapier
                                                
                                            
                                        






