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Returning 35 results for 'moves spot with only across from for long'.
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Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
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
Spells
Player’s Handbook
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
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 has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Monsters
Monster Manual
finishes a Long Rest outside that area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.Necrotic, Poison, PsychicBludgeoning, Piercing, Slashing
within 5 feet of the demilich as it moves is targeted once by the following effect. Constitution Saving Throw: DC 19. Failure: The target has the Blinded condition until the end of the demilich&rsquo
Monsters
Monster Manual
"}. Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12);{"diceNotation":"10d12", "rollType":"damage", "rollAction":"Divine Beam", "rollDamageType
its turns.
Smite. The colossus makes one Radiant Ray attack.
Stomp. The colossus moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks, and it can make one Slam attack at any point during that move.Poison, PsychicNecrotic, Radiant
Spells
Player’s Handbook
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Magic Items
Dungeon Master’s Guide
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
Monsters
Monster Manual
the following actions. The dracolich regains all expended uses at the start of each of its turns.
Pounce. The dracolich moves up to half its Speed, and it makes one Rend attack.
Sickening Ray. The
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity
Monsters
Monster Manual
this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
Monsters
Monster Manual
90-foot-long, 10-foot-wide Line. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"acid breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
dragon. Success: Half damage only. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Monsters
Monster Manual
60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
90-foot-long, 5-foot-wide Line. Failure: 58 (13d8);{"diceNotation":"13d8", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Monsters
Monster Manual
", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Monsters
Monster Manual
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage
again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
Magic Items
Descent into the Lost Caverns of Tsojcanth
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000
Magic Items
The Wild Beyond the Witchlight
This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air
. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.
The lily pad can transport up to 300 pounds without
Monsters
Out of the Abyss
smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A
"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage.
Engulf. The cube moves up to its speed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the choker’s starfish-shaped hands dart out of its hiding spot, wrap around the victim’s throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide
Magic Items
The Wild Beyond the Witchlight
next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along
Monsters
Spelljammer: Adventures in Space
scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots (representing stars) sprinkled amid dark patches and patterns of color. They fearlessly invade the air envelopes
of spelljamming ships and attack crew members on deck.
Cooked night scavver meat is a popular offering in taverns across Wildspace.
Scavvers
Scavvers are shark-like scavengers that fly through
Monsters
Waterdeep: Dungeon of the Mad Mage
when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while
":"Pseudopod","rollDamageType":"acid"} acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the
Monsters
Icewind Dale: Rime of the Frostmaiden
Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8);{"diceNotation":"2d8","rollType
. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the
Magic Items
Storm King's Thunder
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person
.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you






