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Returning 35 results for 'sign space'.
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size space
side space
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seen space
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shield Charge"}. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The
first time it enters a creature’s space during this move, that creature must succeed on a DC 21 Strength saving throw or take 36 (8d6 + 8);{"diceNotation":"8d6+8","rollType":"damage","rollAction
Monsters
Spelljammer: Adventures in Space
feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carrying, up to 60 feet to an unoccupied space it can see.Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the
arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it
Monsters
Spelljammer: Adventures in Space
typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
vessel’s weapons before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
vessel’s weapons before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.
Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
Demogorgon
Legacy
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Monsters
Out of the Abyss
apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.
Similarly, the spiraling Y sign of
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
Monsters
The Book of Many Things
entrance to a slumbering titan’s tomb for any sign the titan might awaken, and repel the forces that seek to break the tomb’s seal.
A Medusa’s Lair
A medusa’s lair is
space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
carefully taken down to allow movement in that direction. Characters at the three-way intersection can feel air moving along the northern part of the tunnel, suggesting open space beyond.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
carefully taken down to allow movement in that direction. Characters at the three-way intersection can feel air moving along the northern part of the tunnel, suggesting open space beyond.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the
Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Shield Charge (Recharge 5–6). The giant moves up to 30 feet in a straight line and can move through the space of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the
Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Shield Charge (Recharge 5–6). The giant moves up to 30 feet in a straight line and can move through the space of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. A wise or
experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders. Solar dragons are territorial
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. A wise or
experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders. Solar dragons are territorial
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
using sign language. In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell. 8c. Orl’s Cave Water. Fresh water trickles into this cave from cracks
, climbs into the extradimensional space created by the spell, and pulls up the rope. He hides this way for 10 minutes before poking his head out to see if the intruders have left. If he doesn’t have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardest while living under the harshest conditions. Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians
often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Casino The characters can take the carriage offered to them by Verity or find their own way to the casino. At a branch in the road, they see a freshly painted and lacquered sign
patrons fill the open space. A cheer rises from deeper in the cavern, which is decorated to suggest excitement, opportunity, and excess.
The ferrier steers your boat toward the left bank, and your boat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardest while living under the harshest conditions. Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians
often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
using sign language. In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell. 8c. Orl’s Cave Water. Fresh water trickles into this cave from cracks
, climbs into the extradimensional space created by the spell, and pulls up the rope. He hides this way for 10 minutes before poking his head out to see if the intruders have left. If he doesn’t have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Casino The characters can take the carriage offered to them by Verity or find their own way to the casino. At a branch in the road, they see a freshly painted and lacquered sign
patrons fill the open space. A cheer rises from deeper in the cavern, which is decorated to suggest excitement, opportunity, and excess.
The ferrier steers your boat toward the left bank, and your boat
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must
or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature must be trapped in the maze created by the spell, then escape. When the creature returns to the space it left, the gate opens for 1 minute. Characters must be 13th level or higher to pass through
, in the closest unoccupied space next to the identical gate located there. Treasure. Fastened to Tanimar’s cloak is an obsidian scarab engraved with the insignia of House Freth (25 gp). He also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature must be trapped in the maze created by the spell, then escape. When the creature returns to the space it left, the gate opens for 1 minute. Characters must be 13th level or higher to pass through
, in the closest unoccupied space next to the identical gate located there. Treasure. Fastened to Tanimar’s cloak is an obsidian scarab engraved with the insignia of House Freth (25 gp). He also
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must
or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Sword Coast. Lionshield Coster The Lionshield Coster is a trading post and competitor to the Phandalin Miners’ Exchange. A weathered sign hanging above the front door depicts a blue lion painted
for mining activity in the area, as well as the authority for maintaining public records. A two-story building, the exchange bears a newly painted sign depicting two crossed pickaxes above a lump of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hilltopple. These halflings are wererats, with these changes: Each wererat is Small and has 27 (6d6 + 6) hit points. It has these racial traits: It can move through the space of a Medium or larger
doors of neighbors, and otherwise draw attention to themselves. Action Emmek convinces several local residents to sign a letter he has drafted, then dispatches it to the City Watch. The letter accuses
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Sword Coast. Lionshield Coster The Lionshield Coster is a trading post and competitor to the Phandalin Miners’ Exchange. A weathered sign hanging above the front door depicts a blue lion painted
for mining activity in the area, as well as the authority for maintaining public records. A two-story building, the exchange bears a newly painted sign depicting two crossed pickaxes above a lump of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm. Yagnoloth
Large Fiend (Yugoloth
magic, invisibility (self only), suggestion
3/day: lightning bolt
Teleport. The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words “HOMUNCULI UNWELCOME” in Draconic. The western door is closed and has a gold coin
collection’s pieces might be useful and many are colorful or whimsical in design, nothing here holds any special value. 43b. Otto’s Secret Stash Otto’s most prized possessions fill this cluttered space. These
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm. Yagnoloth
Large Fiend (Yugoloth
magic, invisibility (self only), suggestion
3/day: lightning bolt
Teleport. The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hilltopple. These halflings are wererats, with these changes: Each wererat is Small and has 27 (6d6 + 6) hit points. It has these racial traits: It can move through the space of a Medium or larger
doors of neighbors, and otherwise draw attention to themselves. Action Emmek convinces several local residents to sign a letter he has drafted, then dispatches it to the City Watch. The letter accuses
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
successful DC 17 Strength (Athletics) check. The building’s interior is one large space containing two rows of wooden practice dummies, with some other furnishings pushed toward the back of the room. Scrolls
alongside the characters as a sign of gratitude. Kharbek is a mountain dwarf explorer with brown skin, brown eyes, and jet-black hair. They stand just over 4 feet tall and have an athletic build
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
successful DC 17 Strength (Athletics) check. The building’s interior is one large space containing two rows of wooden practice dummies, with some other furnishings pushed toward the back of the room. Scrolls
alongside the characters as a sign of gratitude. Kharbek is a mountain dwarf explorer with brown skin, brown eyes, and jet-black hair. They stand just over 4 feet tall and have an athletic build
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words “HOMUNCULI UNWELCOME” in Draconic. The western door is closed and has a gold coin
collection’s pieces might be useful and many are colorful or whimsical in design, nothing here holds any special value. 43b. Otto’s Secret Stash Otto’s most prized possessions fill this cluttered space. These