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Returning 12 results for 'radius switch'.
Monsters
Waterdeep: Dungeon of the Mad Mage
Illumination. Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. She can switch between the options as an action.
Magic
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
additional 15 feet. It can switch between the options as an action.
Magic Resistance. The priest has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the priest is
Flameskull
Legacy
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Monsters
Basic Rules (2014)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical
, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
: circle of death (10-foot-radius sphere; 4d6 necrotic damage to all creatures in the area), feeblemind Disintegration Ray: chain lightning (primary target takes 6d8 lightning damage; two secondary
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Flicking a switch on a panel inside a corridor or room with functional lighting changes its illumination to brightly lit or back to darkness. Area descriptions assume the characters have a light
must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of exhaustion. While this exhaustion persists, the creature emits a green-hued dim light in a 5-foot radius
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features.)
Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
all that matters to Aximus and Exekarus — at least until someone convinces the arcanaloths to switch allegiances. The arcanaloths’ attitude toward the characters is indifferent at the start, though the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the
. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) check. If the check succeeds, the character can switch the requisite damage type from radiant to another type chosen from the following list: acid, bludgeoning, cold, fire, force, lightning, piercing
and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of impact must make a DC 14 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery
the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Level 3: Paladin Subclass You gain a Paladin subclass of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery
. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Level 3: Paladin Subclass You gain a Paladin subclass of






