Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mile same with only across feet for large'.
Other Suggestions:
make same with only across feet for large
move same with only across feet for large
Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted.
1d100
Titan
01-15
Magic Items
Dungeon Master’s Guide
feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic
action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Equipment
must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Spells
Player’s Handbook
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If
Equipment
have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Equipment
, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
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
or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants
Equipment
must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee’s next turn. Success: The
Spells
Player’s Handbook
produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Monsters
Monster Manual
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.
Consume Memories
. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Consume Memories
Spells
Player’s Handbook
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
Spells
Player’s Handbook
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the
destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a
Monsters
Monster Manual
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
damage only. 6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has
Monsters
Monster Manual
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10
Spells
Player’s Handbook
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a
weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Magic Items
Dungeon Master’s Guide
enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the
music by the shortest available route but aren’t under your control otherwise.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while
Spells
Player’s Handbook
, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Equipment
following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Magic Items
Dungeon Master’s Guide
you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
Monsters
Monster Manual
Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree.
DC 14):
At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft1/Day Each: Entangle, Pass without TraceTree Stride. If within 5 feet of a
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Spells
Player’s Handbook
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
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
Monsters
Monster Manual
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.PoisonBludgeoning
Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the
Monsters
Monster Manual
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6
Monsters
Monster Manual
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4
Spells
Player’s Handbook
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing






