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Returning 31 results for 'radiate from close'.
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Magic Items
Baldur’s Gate: Descent into Avernus
during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet
touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
. The ritual causes the dark heart to radiate a summons throughout the Underdark using the faerzress — an irresistible call drawing the demons toward it. When the ritual reaches its conclusion at the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
. The ritual causes the dark heart to radiate a summons throughout the Underdark using the faerzress — an irresistible call drawing the demons toward it. When the ritual reaches its conclusion at the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
concentration required). The shield regains all expended charges daily at dawn. Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield
pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
concentration required). The shield regains all expended charges daily at dawn. Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield
pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. See appendix D for these creatures’ statistics. The grungs on the roof unleash arrows to ward off intruders. If the intruders fight back, more green-skinned grungs close in from nearby buildings
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. See appendix D for these creatures’ statistics. The grungs on the roof unleash arrows to ward off intruders. If the intruders fight back, more green-skinned grungs close in from nearby buildings
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
and armor—a thoroughly awful and frightening sight. A character who comes close enough to examine the remains will find a huge, glowing orange gem at the center of the destruction. Cursed Gem. The gem
Dais and Silver Throne. When the characters come close enough to see the details on the dais, read: Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
and armor—a thoroughly awful and frightening sight. A character who comes close enough to examine the remains will find a huge, glowing orange gem at the center of the destruction. Cursed Gem. The gem
Dais and Silver Throne. When the characters come close enough to see the details on the dais, read: Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
frog heads on the walls open their mouths, belch forth enough poisonous gas to fill the shrine, and then close their mouths. Placing an object of equal weight to the puzzle cube (half a pound) on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
frog heads on the walls open their mouths, belch forth enough poisonous gas to fill the shrine, and then close their mouths. Placing an object of equal weight to the puzzle cube (half a pound) on the
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
medallion around its neck. All around the figure are carvings of locusts.
Close inspection reveals that one of the carved locusts is a button that can be pushed. When this happens, the stone block
radiate auras of abjuration and conjuration to a detect magic spell or similar effect. The statues are impervious to damage and spells. When any creature steps on an incorrect floor tile, all four statues
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
medallion around its neck. All around the figure are carvings of locusts.
Close inspection reveals that one of the carved locusts is a button that can be pushed. When this happens, the stone block
radiate auras of abjuration and conjuration to a detect magic spell or similar effect. The statues are impervious to damage and spells. When any creature steps on an incorrect floor tile, all four statues
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
if the characters look into the shaft: Intense heat and light radiate up from the bottom of this smooth-sided shaft, and the crackle of flames is easily discernible from below. A chain ladder is coiled
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
if the characters look into the shaft: Intense heat and light radiate up from the bottom of this smooth-sided shaft, and the crackle of flames is easily discernible from below. A chain ladder is coiled
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stairs (see “Trapped Stairs” below). The hell hounds can, however, breathe fire on anyone who gets close enough to them. Wards. A character who succeeds on a DC 10 Intelligence (Arcana) check made to
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only. Once you use this feature, you can’t do so again until you finish a Long Rest
–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stairs (see “Trapped Stairs” below). The hell hounds can, however, breathe fire on anyone who gets close enough to them. Wards. A character who succeeds on a DC 10 Intelligence (Arcana) check made to
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only. Once you use this feature, you can’t do so again until you finish a Long Rest
–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and its eyes radiate abjuration magic. Mouth Portal. The relief’s mouth is 10 feet wide and several feet tall. Objects and creatures that enter the relief’s mouth are teleported to area T14. Opening
.
Close inspection of the statue uncovers a divot in the statue’s base big enough to hold one jewel. Gemstone Puzzle. All the jewels embedded in the walls are made of worthless crystal except for one
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and its eyes radiate abjuration magic. Mouth Portal. The relief’s mouth is 10 feet wide and several feet tall. Objects and creatures that enter the relief’s mouth are teleported to area T14. Opening
.
Close inspection of the statue uncovers a divot in the statue’s base big enough to hold one jewel. Gemstone Puzzle. All the jewels embedded in the walls are made of worthless crystal except for one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its
. Unless the characters have somehow set the temple on high alert, Ignatia is questioning a Crushing Wave reaver who was caught sneaking close to Eternal Flame cult territory. The reaver, Orgaal, is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its
. Unless the characters have somehow set the temple on high alert, Ignatia is questioning a Crushing Wave reaver who was caught sneaking close to Eternal Flame cult territory. The reaver, Orgaal, is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
demons emerge, whichever comes first. The portal can be closed early through any of the following means: Closing the Book. A character within 5 feet of the altar can close the book as an action with a
looms near the far wall. His skin is marred by cracks that radiate pale-green light.
This is the lair of Zyzkathol, a chaotic evil stone giant who succumbed to the demonic energy that permeates the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
demons emerge, whichever comes first. The portal can be closed early through any of the following means: Closing the Book. A character within 5 feet of the altar can close the book as an action with a
looms near the far wall. His skin is marred by cracks that radiate pale-green light.
This is the lair of Zyzkathol, a chaotic evil stone giant who succumbed to the demonic energy that permeates the