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Returning 35 results for 'measures space with only along from for layer'.
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Spells
Player’s Handbook
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the
Magic Items
Dungeon Master’s Guide
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Monsters
Monster Manual
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Monsters
Monster Manual
Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without
Monsters
Monster Manual
Astral Implosion. If the blob is reduced to 0 Hit Points, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of
moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. Strength Saving Throw: DC 23, each creature or object whose space the blob enters for the first time
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
halves the attack’s damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. Constitution Saving Throw: DC 15, each creature within 5 feet of
Spells
Player’s Handbook
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be
moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a
Magic Items
Dungeon Master’s Guide
way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
Monsters
Monster Manual
the Frightened condition until the start of the worg’s next turn. Success: Half damage only.Warp Step. The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see.
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
can climb difficult surfaces, including along ceilings, without needing to make an ability check.Dissolving Pseudopod. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
Spells
Player’s Handbook
A willing creature you touch shape-shifting;shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit
occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and
Spells
Player’s Handbook
the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Prismatic Wall
Legacy
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Spells
Basic Rules (2014)
the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space
through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that
Robe of Stars
Legacy
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Magic Items
Basic Rules (2014)
.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were
on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Backgrounds
Spelljammer: Adventures in Space
Wildspace has toughened you so well that you are as brave as a miniature giant space hamster when it comes to facing the terrors and other challenges of the airless night.
Skill Proficiencies
: Athletics, Survival
Tool Proficiencies: Navigator’s tools, vehicles (space)
Equipment: A belaying pin (club), a set of traveler’s clothes, a grappling hook, 50 feet of hempen rope, and a
Magic Items
The Book of Many Things
your possession.
Shuffling Stride. As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
Magic Items
The Book of Many Things
different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10
Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for
Monsters
Quests from the Infinite Staircase
another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit
., one target in the swarm’s space. Hit: 14 (4d4 + 4);{"diceNotation":"4d4+4", "rollType":"damage", "rollAction":"Gnashing Teeth", "rollDamageType":"piercing"} piercing damage, or 9 (2d4 + 4
Blink Dog
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Teleport"}. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or
Monsters
The Book of Many Things
"} fire damage when it enters the ashes’ space for the first time on a turn or starts its turn there.
Aurnozci’s Lair
Aurnozci’s lair is a layer of the Abyss called Xulregg. See
, or half as much damage on a successful one.The demon lord Aurnozci is a wormlike horror of fiery flesh and toxic seepage. In its present form, Aurnozci can’t leave Xulregg, the Abyssal layer
Magic Items
Dragonlance: Shadow of the Dragon Queen
, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.
Monsters
Phandelver and Below: The Shattered Obelisk
":"recharge", "rollAction":"Void Warp"}. The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
Mirror of Life Trapping
Legacy
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Magic Items
Basic Rules (2014)
creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the
Gaseous Form
Legacy
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Spells
Basic Rules (2014)
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal
creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has
Monsters
Icewind Dale: Rime of the Frostmaiden
extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is
Dimensional Form. The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a
Nalfeshnee
Legacy
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Monsters
Basic Rules (2014)
creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport. The nalfeshnee magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Mezzoloth (summoner variant)
Legacy
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Monsters
Monster Manual (2014)
with two claws and used to make a melee attack.
Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see
"} chance of summoning one mezzoloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an
Marilith
Legacy
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Monsters
Basic Rules (2014)
marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport. The marilith magically teleports, along with any equipment it is wearing
or carrying, up to 120 feet to an unoccupied space it can see.Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be
Mezzoloth
Legacy
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Monsters
Monster Manual (2014)
with two claws and used to make a melee attack.
Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Nycaloth (summoner variant)
Legacy
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Monsters
Monster Manual (2014)
","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.
Teleport. The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
Summon Yugoloth (1/Day). The nycaloth chooses what to summon and attempts a magical summoning.
A nycaloth has a 50 percent;{"diceNotation":"1d100","rollType":"roll






