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Returning 35 results for 'space gray location'.
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Spells
Playerâs Handbook
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Spells
Playerâs Handbook
are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you canât see anything there more than 60 feet away. You can
Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see
Spells
Playerâs Handbook
. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you canât see anything there more than 60 feet away.
While on the
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Spells
Playerâs Handbook
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation
Magic Items
Dungeon Masterâs Guide
place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it, the hole weighs
Spells
Playerâs Handbook
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourerâs next turn.Psychic
Magic Items
Dungeon Masterâs Guide
This bag has an interior space considerably larger than its outside dimensionsâroughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar
Magic Items
Dungeon Masterâs Guide
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you canât use the staff's property again
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
Magic Items
Dungeon Masterâs Guide
you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property canât be used again until 10 days have passed.
Spells
Playerâs Handbook
. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a
Fiend, the target doesnât return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DMâs choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spells
Playerâs Handbook
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by
Magic Items
Dungeon Masterâs Guide
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Magic Items
Dungeon Masterâs Guide
. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Spells
Playerâs Handbook
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space
Magic Items
Dungeon Masterâs Guide
, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.
Ioun Stone of Agility;Agility (Very Rare). Your
creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic
Magic Items
Dungeon Masterâs Guide
already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If
way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to
Spells
Playerâs Handbook
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures canât teleport into the area
damage from the spell.
The spellâs area canât overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
Spells
Playerâs Handbook
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion
were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
Magic Items
Dungeon Masterâs Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything youâre wearing and carrying disappears with you except for Artifacts, which stay behind in the space
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You canât be located by any Divination magic, but a Wish spell can reveal the location
Monsters
Monster Manual
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
Magic Items
Dungeon Masterâs Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
â60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isnât under your control, acts as it normally would, and
Magic Items
Dungeon Masterâs Guide
a living creature specified in the figurineâs description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Magic Items
Spelljammer: Adventures in Space
bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orreryâs location.
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
âbrown and grayârarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often donât wait for their meals to come to them.
A scavver
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
refuse. They can enter the air envelopes of these bodies, so that as their âhostâ moves (often at high speed), the scavvers keep pace. The lesser varietiesâbrown and gray&mdash
Monsters
Tales from the Yawning Portal
Amorphous Form. White Maw can occupy another creatureâs space and vice versa.
Corrode Metal. Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon
. Any creature that starts its turn in White Mawâs space is targeted by a pseudopod attack if White Maw isnât incapacitated.Pseudopod. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
Monsters
Journeys through the Radiant Citadel
stalkers hailing from airy, screeching reaches of the Far Realm. They are difficult to see as theyâre not tethered to one point in space, blurring in a state of perpetual physical uncertainty. A
dead whistler appears as a gray, featureless, humanlike biped with long limbs and thin fingers. Those stalked by a whistler canât shut out its soundless, seven-note tune, an otherworldly melody
Monsters
Spelljammer: Adventures in Space
succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the scavver. If the scavver dies, a swallowed
gas, which kills off anything that survives being swallowed.
Scavvers
Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the
concentration is broken (as if concentrating on a spell).Multiattack. The Huge Gray Ooze can make two attacks with its pseudopods.
Pseudopod. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to
Monsters
Planescape: Adventures in the Multiverse
":"Claw", "rollDamageType":"necrotic"} necrotic damage.
Miasma of Discord (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Miasma of Discord"}. The baernaloth exhales gray
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
Monsters
Mythic Odysseys of Theros
, crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed
Monsters
Icewind Dale: Rime of the Frostmaiden
extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is
Dimensional Form. The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a
Monsters
Spelljammer: Adventures in Space
succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the scavver. If the scavver dies, a swallowed
more intense than what it might normally experience given the creatureâs size and nature.
Scavvers
Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked cardâs name and teleport to the cardâs location, along with any equipment you are






