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Returning 35 results for 'radius spaces'.
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radius space
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Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Smelting Charge"}. The gorgon moves up to its Speed without provoking opportunity attack;Opportunity Attacks and can move through the spaces of
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
, it subtracts up to 50 feet from the fall when calculating the fall’s damage.
Death Throes. If the draconian is reduced to 0 hit points, its body erupts into sludge that fills a 10-foot-radius
its speed. The draconian can enter creatures’ spaces during this move. During this movement, when the draconian enters a creature’s space, the creature must make a DC 14 Dexterity saving
Monsters
Ghosts of Saltmarsh
must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a
kraken uses Fling.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures
Magic Items
Mythic Odysseys of Theros
stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.
7
Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
":"Pseudopod","rollDamageType":"poison"} poison damage.
Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it
","rollType":"recharge","rollAction":"Mind Control Spores"}. Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and make one weapon attack.
Summon Fungi. Zuggtmoy causes four gas spore;gas spores or violet fungus;violet fungi (both appear in the Monster Manual) to appear in unoccupied spaces that she chooses
, LightningInfestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it
Monsters
Strixhaven: A Curriculum of Chaos
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
points until the start of its next turn.
Summon Mephits. Murgaxor summons four mud mephit;mud mephits that appear in unoccupied spaces within 15 feet of the ritual circle. The mephits obey Murgaxor's
Orcus
Legacy
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Monsters
Out of the Abyss
creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.Orcus is the Demon
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Abyssal Rift"}. Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must
much damage on a successful one. In addition, there is a 50 percent chance that 3 hezrou;hezrous then appear in unoccupied spaces in the sphere. They act as Iggwilv’s allies, take their turns
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.Orcus is the Demon Prince of Undeath, also
Monsters
Fizban's Treasury of Dragons
amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8) Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each time the gorgon enters a creature’s space for the first time during this
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
), which appear in unoccupied spaces within 30 feet of it and are hostile.
7 Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet.
8
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
feet from the fall when calculating the fall’s damage.
Death Throes. If the draconian is reduced to 0 hit points, its body erupts into sludge that fills a 10-foot-radius sphere. Each creature within
: 14 (2d8 + 5) slashing damage.
Flaming Carnage (Recharge 5–6). The draconian indulges its rage, wreathing itself in fire and moving up to its speed. The draconian can enter creatures’ spaces during
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using
3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Wisdom saving throw or be charmed by Iggwilv until the start of her next turn.
Abyssal Rift (Recharge 5–6). Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius
percent chance that 3 hezrous then appear in unoccupied spaces in the sphere. They act as Iggwilv’s allies, take their turns immediately after hers, and can’t summon other demons. They remain until
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can’t be used again until the
can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can’t be used
ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within
-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.
Orcus’s Lair Orcus makes his lair in the fortress city of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
beholder’s control generally have their own living spaces in the lair. Because a beholder’s minions are typically not able to fly, many of these chambers are connected to others by staircases or gently
beholder would primarily be concerned with securing the area in a 1-mile radius around its lair (corresponding to the area of the beholder’s regional effects), but could range even farther if the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
in the service of righteousness or in defiance of wickedness A Blessed Ki-rin Shrine Blessed Radiance Effects d100 Effect 01–06 Golden light fills a 20-foot-radius, 40-foot-high cylinder
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the target is a creature.
Storm of Crows (Recharge 6). The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within
twisted souls from the Underworld; 1d6 shadows (without Sunlight Weakness; see the Monster Manual) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that
of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the stone stops rolling
When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures
creatures’ spaces, and creatures can move through the stone’s space, treating it as Difficult Terrain. Whenever the stone enters a creature’s space for the first time on a turn or a creature enters the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.
Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it
, leaving only equipment behind.
Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn
, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures’ spaces, and creatures can move through the stone’s space, treating it as
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, the corrupter has advantage on attack rolls, attack rolls made against it have disadvantage, and it can move through spaces at least 1 inch wide without squeezing.
Domenico Cava Veiled Presence The
makes one Blade of Judgment attack.
Searing Radiance (Costs 3 Actions). The veiled presence magically emanates dazzling light in a 10-foot-radius sphere centered on itself until the end of its next
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 2 (450 XP
so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
intent will be reflected in future printings of the Player’s Handbook. Can a spell such as fireball go past its 20-foot radius if the point of origin is set in an enclosed space that’s less than 40 feet
across? The fire of the fireball spell can spread around corners, but it’s limited by the spell’s 20-foot radius. It doesn’t extend farther than 20 feet from the point of origin no matter where it is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
announcement, and adventurers on the playing field have thirty seconds to round out their team of six. Any spaces left over on the team are filled by obedient galvan magen (see appendix C) in black garments
)
WIS
10 (+0)
CHA
4 (−3)
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 0 (10 XP)
Hold Breath. Kingsport can hold its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
necromancy magic. Necklace Trap. The first time a creature touches the necklace, it releases a burst of deathly energy in a 5-foot-radius sphere. Each creature in that area must make a DC 22
creature can rush from the room, taking no damage, or remain in the room and take half as much damage only. A creature that can fit in spaces as narrow as 6 inches has advantage on the save thanks to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a DC 20 Intelligence (Arcana) check. When a creature other than Teremini opens the door, a 20-foot-radius sphere of fire explodes from the glyph. Each creature in that area must make a DC 17 Dexterity
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
hear the sounds of heavy breathing coming from somewhere ahead.
Permanent minor illusion spells create the sounds of heavy breathing. These sounds originate in the two spaces marked T on map 6.2






