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Returning 35 results for 'measure stretches with only allied for for light'.
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measured scratches with only allies for for light
measured stretches with only allies for for light
measure stitches with only allies for for light
measure scratches with only allies for for light
measure stretches with only allies for for light
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 15-foot cone
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 30-foot cone
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
Monsters
Fizban's Treasury of Dragons
psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws
and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an
Monsters
Fizban's Treasury of Dragons
of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn’t rely solely
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
Monsters
Fizban's Treasury of Dragons
fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
Monsters
Fizban's Treasury of Dragons
psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
Earth Genasi
Legacy
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Species
Elemental Evil Player's Companion
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and
tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Monsters
Mordenkainen's Fiendish Folio Volume 1
Denizen of the Mist. During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.
Keen Smell. The giant has advantage on Wisdom (Perception) checks
, fog cloud, light
3/day each: feather fall, misty stepMultiattack. The giant makes two greatsword attacks and casts fog cloud.
Greatsword. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Day and Night The staircase doesn’t experience day or night, existing in a perpetual state of twilight. Distant doors, twinkling like stars, provide dim light to the dreamlike realm, as does the staircase itself, which gives off an ambient glow in some stretches.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count
Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K9. Guests’ Hall Torchlight flutters against the walls of this vaulted hall. To the east, an arched hallway stretches for twenty feet, ending at a spiral staircase that goes up and down. Next to the
hallway, a suit of armor, oiled and glistening, stands at attention in a shallow alcove. To the west, large double doors hang slightly open, and a steady bright light escapes through the opening
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
across the city from the clifftops near the waterfall sees a vision of Omu’s fall: A city of magnificent, whitewashed buildings stretches out before you. Sunlight sparkles off of glass domes and windows
city, blotting out the light as it expands toward you. You turn away, and when you look back, the darkness is gone. The city is a half-flooded, overgrown ruin.
While in Omu, the character who saw
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
assess the gains made by the allied factions against the Cult of the Dragon. The party is called on to pursue two leads that might grant even more advantage over the cult—a renegade cultist offering to
new council, the various factions measure the party’s actions and achievements, comparing those actions to their own goals. Characters who further the goals of a faction will find that faction willing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
a measure of rudimentary clairvoyance around the outpost, and thus the goblin leader is already aware of the characters’ presence before they arrive. Brian Valeza Ruxithid the Chosen Ruxithid speaks
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
assess the gains made by the allied factions against the Cult of the Dragon. The party is called on to pursue two leads that might grant even more advantage over the cult—a renegade cultist offering to
new council, the various factions measure the party’s actions and achievements, comparing those actions to their own goals. Characters who further the goals of a faction will find that faction willing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
subterranean people who plots to manipulate the moon to blot out the sun’s searing light
3 A high priest intent on shifting an entire nation into their god’s otherworldly realm
4 A desperate general
who unleashes otherworldly armies or war machines that they can’t control
5 A massive treant who has allied with exploitative raiders and seeks to fell every forest
6 A sage who, heedless
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Portal Ritual At sunset, the ritual for travel through the Hammock of Worlds begins: Two wizened trees stand before the Silver Tapir Monastery, their ancient boughs lit by dusk light. Between
them stretches the Hammock of Worlds, its patterned fabric loose and empty. Soon the Green Doctors and other visitors who have come to participate in the ritual begin a rhythmic drumming. All around the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of Barovia is visible far below. There is peacefulness here. Rest has come to the valley for the first time anyone can remember.
A light flashes behind you. Wheeling around, you see a stately man—a
those of Strahd, yet subtly different.
His voice is calm and peaceful. “My name is Sergei von Zarovich.” He turns to Ireena. “Tatyana, the time is at hand to rest. Come, my love and wife.” He stretches
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
corridor stretches north to south. At each end of the hall, floating in the darkness, is a human skeleton clad in the rusted armor and tattered livery of a castle guard. The “floating” skeletons hang
soon as they pull it open, and, with a light source or darkvision, can see the skeleton at the south end of the hall as well.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mechanus Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. On Mechanus, law is reflected in a realm
of gigantic clockwork gears, interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can fathom its purpose. Some theories hold that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Genasi As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior
embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. Ability Score Increase. Your Strength score increases by 1. Earth Walk. You can move across
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
General Features The areas that make up the Lykortha Expanse have several common physical features, summarized here: Light. The complex is dimly lit by bioluminescent fungi growing in patches on the
into the distance for long stretches.” 41–60 “I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.” 61–80
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, facing one another. Each statue depicts a faceless robed woman holding a silver thread taut between her outstretched hands.
Shadow Curtain. A thin, translucent curtain of shadow stretches between the
statues, rippling like black cloth in a light breeze.
Locked Double Door. Beyond the shadowy curtain is a 12-foot-tall arched double door with an ornate carving of a bronze dragon above it, its
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
scale allows you to measure distances and dimensions accurately, which is important for combat encounters, magical effects, and light sources, among other things. Indoor maps use grid squares that are
passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor. Light. Areas 1 and area 2 are outside. The rest of the complex is dark unless stated
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
was at various points during his lengthy life. Isle of the Ravens. A storm of ravens surrounds this forested islet. Hidden amid the feathered gale, an impossibly tall tower stretches into the sky. This
is the home of the Lady of Ravens, and any who offend her join her ebon-winged flock. The Lighthouse. Otherworldly light shines from atop this twisted spur of bizarre fossils. Anyone who enters finds
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acquisitions Incorporated franchise known as the “C” Team, whose members have recently gone missing. The characters speed toward Red Larch, where they find foes allied with the Six guarding the Dran & Courtier
members. Oh, and there’s a thing where the ritual keeps resurrecting Splugoth every time the characters kill him. In the end, clever thinking and a measure of luck might allow the heroes to keep
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Land and Circle of the Moon in equal measure. The Moonshea Circles The Ffolk of the Moonshea Isles venerate the land as the great goddess they call the Earthmother. Their circles gather around sacred
circles in the North are often allied with the Harpers, as they have common purpose, with bards and rangers serving as go-betweens. Individual Harpers can usually expect a circle to at least grant them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
the World, a range of skyscraping, snow-covered peaks. These extend toward the Sword Coast, which forms the western edge of the great continent of Faerûn and stretches southward for thousands of miles
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
days inside the city before the duergar slavers start taking their measure. Arriving by way of the Darklake Docks is easier and more discreet. If the characters are traveling by boat, Buppido can
like the teeth of some great maw.
Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Monster Manual, they use traps, ambushes, terrain, allied monsters, and any other advantage they can squeeze out of their environment. Essentially, the only way kobolds can win is not to play fair
following: Attacking light sources to extinguish them, so the kobolds can use their darkvision to best advantage. Leaving one defender in a room to lure invaders into a trap or an ambush. Often this bait is






