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Returning 29 results for 'measured shoots with only above from for light'.
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Magic Items
Dungeon Master’s Guide
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Monsters
Netheril’s Fall
.
5
A geyser of multicolored light shoots from the ground toward the sky.
6
The air shimmers, and unsettling laughter booms from all directions.
Fire, LightningForce
Monsters
Acquisitions Incorporated
more than two targets at a time.
Chaos Cloud (Recharges after a Short or Long Rest). The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60
with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
fall off after 24 hours.
88-90
A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the
total damage of the gems is divided equally among all creatures in the line.
91-95
A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chaos Quadrapod A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power
). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.
Chaos Cloud (Recharges after a Short or Long Rest). The chaos quadrapod shoots
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
shoots, he then warns his lover, the wizard Snarla, to close and lock the shutter over the arrow slit and move to defend the door that adjoins the corridor. They stand ready to engage anyone that
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
multicolored light shoots from the ground toward the sky. 6 The air shimmers, and unsettling laughter booms from all directions. ZUZANNA WUZYK Eldritch eddies often cropped up in the most inopportune
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strength measured in fields and pastures. It prospered for a time but was plagued by trolls and giants. The dwarves were obliged to build a stronghold underground, carving out the fortress-city of Tyar
, only to be abandoned again. It came to light again in 893 DR, when a group of adventurers who called themselves the Knights of the Silver Horn discovered the ruins. Over the next six years they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, +6 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
beneath.
Lava. A creature takes 6d10 fire damage when it enters lava for the first time on a turn or when it ends its turn there.
Light. All areas of the node are brightly lit by fire or lava
. Flame Gout. A bubble of gas spontaneously ignites, creating a burst of flame identical to a burning hands spell. The cone starts in the space of a random character and shoots in a random direction
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
properties when it shoots its rays or is destroyed. Treasure The jewelry box and the sarcophagus contain treasure. Jewelry Box. The cockroach-shaped jewelry box is made of gold, set with precious gems
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30
stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hours. 88–90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided
equally among all creatures in the line. 91–95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30
stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. A character who peers through an arrow slit after clearing out the cobwebs can see into the room beyond (area 6D), provided the character has a light source or can see in the dark. Pits. Three
inanimate state. The twelve archers act on initiative count 20. On its turn, a statue shoots one arrow (+6 to hit). A creature hit by an arrow takes 5 (1d8 + 1) piercing damage. Each statue is a Medium
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hours. 88–90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided
equally among all creatures in the line. 91–95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions. “A cluster of tiny lights descended from a
, provided that its body hasn’t been completely destroyed.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The death tyrant shoots three of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the bunker and shoots his heavy crossbow through the arrow slits at any creatures he sees. He carries this crossbow in addition to his regular weapons. Underground Tunnel. This 5-foot-high tunnel is
and a burlap sack draped over a glowing object that emits colored light that shifts from blue to green to red.
If the characters made it through area O5 without getting into a fight, they catch
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
statue or touches any of the treasure, the statue shoots a bolt of lightning at the creature. The target must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or
spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared: Cantrips (at will): light, mage hand, mending 1st level (4 slots
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Acropolis The white marble of this acropolis glitters with an outline of magical force. Atop the acropolis, an enormous orb made of crystal shines with a powerful, pale light that rivals the sun
enchanted grove, this marble-and-quartz palace of elven design rises gracefully toward the sky, encircled by music and glimmering light.
One of the city’s rare places meant solely for rest and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
shifting light, endless sky, changing climate, and eroding wind, represents a dream state, an unreality where nothing lasts and therefore nothing has significance. Ordning of Artistry Among stone giants
spend their lives mostly in darkness, stone giants have a nuanced appreciation of the effects of shadow and light. They design carvings to produce shadows in specific ways when a light source is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of guild spells that epitomize the type of magic the guild favors. The Boros Legion, for example, tends to prefer using spells of fire magic and holy light, and its guild spell list reflects that
right hand of the guildmaster — or even becoming the master yourself! Your status in your guild is measured by your renown score. As you increase that score, you gain the opportunity to advance in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
distance. If they investigate, they come to an o’-well that is 10 feet tall and 5 feet in diameter. A steady geyser of water shoots from the well, rising to a height of 30 feet above the well. Characters
-shingled roof and worm-eaten wood walls. Dozens of tiny orbs of pale light buzz about the exterior like flies. The structure rocks and heaves while in motion, but these movements cannot be perceived
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
alert, then shoots a crossbow bolt into the ground near the character’s feet as a final warning. Drop Box. The staircase in front of the double door to area G10 has a loose plank near the top. This plank
jar carved in the shape of a skull. Buried in the ashes of the hearth is a spare shortsword covered with soot.
Leather Trunk. This trunk holds a spare, loaded light crossbow under some linens
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage to the eliminated player, and an arc of lightning shoots from the ball and automatically hits another randomly determined player on the same team. This second player takes 3 (1d6) lightning
. Repeat step 2 until one team has eliminated all the players on the other team.
Y4. Tower of Abjuration This tower reaches upward like a talon, its stonework studded in chiseled runes. A blue light
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the altar trap values at 200 gp (see below). Altar Trap. Removing a chest or its contents from a niche causes the altar’s carvings to glow with pale light. Creatures in the room have 1 minute to either
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
bolts disarms the traps; the central crossbow is already empty. When a creature opens the door on the east or west cylinder, a crossbow trap shoots a bolt at that creature. The target must succeed on
from the ceiling. Bright light or any noise louder than a whisper wakes the stirges, causing them to attack. A character attempting to retrieve the gems must succeed on a DC 15 Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
another passageway leading east. A second canal leads north from the eastern portion of the lake, and the glimmer of light comes from that direction, as well.
The ceiling of this cavern is a dome, at
) use the holes to make crossbow attacks at intruders in the hallways. Opening or closing a hole cover requires an action. Normally one cultist operates the hole cover while another shoots. Only one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
floor of the grand hall is of reddish-black, highly polished stone. The pillars are carved into the shapes of dwarves, each straining to hold up the figure atop it. Light flickers weirdly from burning
gold rings, one of which is a ring of protection. The others are ordinary rings worth 50 gp each. If the treasure is touched before the trap is disabled, a poison needle shoots from the inner side of






