Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'some of real diverse visible'.
Other Suggestions:
some of realms diverse viable
some of realm diverse viable
some of reach diverse viable
some of rest diverse viable
some of read diverse visible
Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
Monsters
Bigby Presents: Glory of the Giants
, but these parts are transparent enough that the churning vapors of the hulk’s substance are visible inside. Wisps of cloud constantly leak from the creature, as if it might dissolve completely
at any time. When it is slain, its misty form condenses into a torrent of water.
A mist hulk’s mood is always gloomy, and when threatened, it often howls in infectious misery. All who hear this wail are magically reminded of past regrets, real or imagined.PoisonThunder
Yuan-ti Nightmare Speaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature
":"psychic"} psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Invoke
Nightmare", "rollDamageType":"psychic"} psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a
Major Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it
Species
Acquisitions Incorporated
, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the
became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
read at the Tower of the Heavens. Whether the prophecies are real remains to be seen, but the characters are curious or desperate enough to pay a visit. The characters might also be researching
visible wounds. The characters are hired by a mourning family to investigate these deaths and put a stop to them. The characters’ encounter with the cause of these deaths—a strange predator called a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
manipulate the Weave to perform magic by casting spells. The Weave isn’t normally visible or detectable, even through the use of spells. Detect magic doesn’t let you perceive the Weave, for instance. The
Weave isn’t magic, precisely, any more than a collection of threads is a garment; it’s the raw material from which the tapestry of magic is woven. In two senses, both the metaphorical and the real, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It
seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It
seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your
target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tiefling directs them down a brightly lit row of docks, where boats wait to take the characters downriver. The casino’s entrance is visible a short distance away, where the river enters a wide
-mouthed cave. Boat Ride A tiefling ferrier (commoner) in a heavy, hooded robe waits silently to convey characters to the casino. The ferrier plays the part of Charon on the real River Styx. The tiefling
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Academy; however, drow guards are trained to tell the difference between training exercises and the sound of real combat. The latter attracts reinforcements in the form of 1d4 drow elite warriors every
DeVir. These mages offer to cast greater invisibility spells on visible characters and escort the party to Gromph’s sanctum in the tower. As long as the characters are under the protection of these mages
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes
11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, but these parts are transparent enough that the churning vapors of the hulk’s substance are visible inside. Wisps of cloud constantly leak from the creature, as if it might dissolve completely at any
magically reminded of past regrets, real or imagined. Mist Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 15
Hit Points 94 (9d10 + 45)
Speed 0 ft., fly 40 ft. (hover)
STR
18 (+4
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22
(4d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dutiful and dangerous grung warrior, dedicated to his king. Roark thinks all this goddess-summoning nonsense is distracting from the real issue at hand: defending Dungrunglung from the undead. Secretly
mindlessly skewer themselves on in their attempts to swarm over it. The maze has one visible entrance to the north and numerous secret entrances elsewhere around the perimeter. A secret entrance is simply a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the forecastle and aftcastle, and another set of stairs descending into the ship. A padlocked wooden hatch fitted with windows acts as a skylight for the deck below — the tavern proper, visible through
. If he thinks his life is in real danger, Amrik detonates a concealed smoke bomb before fleeing up the stairs, leaving his bodyguards to cover his escape. Amrik loves to exchange pleasantries over
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
doors in the room should lead outside, no other entrances into the Barb were visible from the exterior. A Spellbook Emblazoned with the
Symbol of the Mages of High Sorcery Rules of the Trial Rovina
. The trial requires magical talent but carries none of the dangers of the Test of High Sorcery. It provides a foundation for the real test. The goal is to complete the challenge presented in the room
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
many colorful characters and shops in this section of the city. It is the most diverse, culturally varied portion of Greyhawk City. Below is a list of a few locations and the information found at each
order in such a diverse area of the Free City of Greyhawk. Currently, all the Watch are out of the station except for Laevella Freeleaf (Medium, Lawful Neutral Guard). She is posted to keep an eye on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
marble table in a reading nook. A stone staircase spirals up to area K6. Gargoyles. The two real gargoyles are indistinguishable from the inanimate gargoyle statues in the high alcoves. When intruders
wooden chests sits atop the ledge. (One chest is real. The other is a mimic.) Ledge. There’s no easy way to access the ledge, which is 8 feet away from the landing and at the same height. Characters can
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
doors open to a large living area. Most of the interior has been demolished to make one open room that’s 20 feet high. The seam along the walls where the second level used to connect is still visible
within reach of the door. If Ignis feels her child is in real danger, she breaks through the wall or the glass roof to retrieve Flauma and destroy the threat. If Ignis breaks the glass roof, each
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
disadvantage and faces impending loss. The Cliffside Redoubt. The cliffside redoubt is shown in cross-section on this model. The lower entrance, upper bunker, and central chamber are all visible. The lower
model of Hurricane Tower is a solid box because the spyder-fiends don’t have information about its layout. The webs holding the tower in place look significantly more durable in the model than in real
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
near the water. Intricate, flowing knotwork carving decorates the sides of the craft, which tapers to a point at both ends. Two oars lie inside.
This ledge is visible from the lake (area L13) and
they cover and feel real if touched. To pierce the dao’s ruse, a character examining the chamber’s fixtures must succeed on a DC 20 Intelligence (Investigation) check. The nobles, however, fail to hold
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
This ledge is visible from the lake (area L14) and the shores of areas L10 and L15. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In
illusions. These illusions blanket dingy, neglected versions of the objects they cover and feel real if touched. To pierce the dao’s ruse, a character examining the chamber’s fixtures must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the
(4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
enormous red dragon is visible in many scenes, soaring triumphantly through the sky or coiled atop a great hoard of plundered treasure. Ozzadraz appears in the frescoes of the northeast chamber, and
are barely visible. The room holds a scene of chaos: a river cascades through a bottomless abyss, suddenly transforming into a ribbon of iron. A nearby boulder blooms into fire as lightning scatters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
north doors, and the south doors have been nearly ripped from their hinges. Arrow slits are visible in the east wall, shrouded by cobwebs. The west wall displays patches where similar arrow slits have
stink.
The drowned ones’ main assault on the hermitage took place here. Most of the residents were sleeping in their cells and died in the first minutes of the attack. The hermitage’s only real
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gravity trap again, but the creature can remain safe if it stays in the space where it fell until another character deactivates the trap. 13. Sorlan’s Haunt The lock plainly visible on each of the
double doors is false. The real locks and keyholes are hidden in the base of each door and detectable with a successful DC 15 Wisdom (Perception) check. If any attempt is made to pick a false lock or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
romantics, taking the god Lurue as their inspiration, have called themselves the Knights of the Unicorn. Over time, what began as a light-hearted lark became a real force for good in the world, and several
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contain walled-in shrines with steps leading up to them. Tangled mushrooms and roots have extended beyond a central garden to cover every visible surface.
Rising from the garden is a staircase that
that look exactly like Aminta. If they see three or more intruders, the doppelgangers retreat to area X19; otherwise, they stand and fight. Door to Area X17. Only the real Aminta has a key to area