Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'stone group location'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        stone ground location
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.
Treasure Sense. The xorn can pinpoint the
                                                
                                            
                                                
                                                     location of precious metals and stones within 60 feet of itself.Multiattack. The xorn makes one Bite attack and three Claw attacks.
Bite. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each
                                                
                                            
                                                
                                                     case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
                                                
                                            
                                                
                                                    , where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.
Mishap. The spell’s unpredictable magic results in a difficult journey
                                                
                                            
                                                
                                                     Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the
                                                
                                            
                                                
                                                    ;within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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
                                                
                                            
                                                
                                                     creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflage. The xorn has advantage on
                                                
                                            
                                                
                                                     Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.
In a
                                                
                                            
                                                
                                                    The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone, which is carved
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15
                                                
                                            
                                                
                                                    Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stones;sending
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.According to The Saga of the Dragon Queller, told by giants on some worlds, a disparate group of giants
                                                
                                            
                                                
                                                     combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    This diamond contains the blood of a creature — blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the
                                                
                                            
                                                
                                                     creature nearest to you that is related to the blood in the item and that isn’t Undead. You sense the distance and direction of the creature relative to your location. The creature is either the
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone
                                                
                                            
                                                
                                                     except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     innately cast the following spells, requiring no material components:
At will: meld into stone, move earth, wall of stone
Legendary Resistance (3/Day). If Ogrémoch fails a saving throw, he can
                                                
                                            
                                                
                                                     his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the
                                                
                                            
                                                
                                                     floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     child.
Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogre;ogres and troll;trolls appear in the Monster Manual), ruling them
                                                
                                            
                                                
                                                     speaks through the token, the holder can hear the hag’s whisper but not any other sounds at the hag’s location. Similarly, the hag can hear the holder of the token but not the noise around
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
                                                
                                            
                                                
                                                     (losing initiative ties), Halaster takes a lair action to cause one of the following effects:
Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
                                                
                                            
                                                
                                                     feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
                                                
                                            
                                                
                                                     her form and all her hit points after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Reform"} days, reappearing in the location where she died or in the nearest unoccupied space
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
                                                
                                            
                                                
                                                     up to her speed without provoking opportunity attacks.
Snaky Hair. Hythonia makes one attack with her snaky hair.
Petrified Earth (Costs 2 Actions). Hythonia causes stone spikes to erupt from the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks
                                                
                                            
                                                
                                                     series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
7
A group of stone giant;stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 17):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesisThe dragon can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to
                                                
                                            
                                                
                                                     1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.
Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
                                                
                                            
                                                
                                                     of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the
                                                
                                            
                                                
                                                     that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
                                                
                                            
                                                
                                                     group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, a special process transforms its brain into a new elder brain for
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained
                                                
                                            
                                                
                                                     might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target
                                                
                                            
                                                
                                                     mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    "} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a
                                                
                                            
                                                
                                                     horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.
Strahd doesn’t
                                                
                                            
                                                
                                                     Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.
Curse. Any
                                                
                                            
                                                
                                                    ’s choice within 120 feet of it.
4
Medusa’s Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it.
5
Labyrinth. The vessel casts the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     buried it under a stone near the palace of Erebos.
Tromokratis as a Mythic Encounter
Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon
                                                
                                            
                                                
                                                     restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "}
Adventure Hook
1
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which rests within
                                                
                                            
                                                
                                                     an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before
                                                
                                            
                                        






