Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bare before distant creatures region'.
Other Suggestions:
back before distant creatures reason
back before distance creatures regain
blue before distant creatures reason
base before distance creatures regain
back before distant creatures region
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
Monsters
Monster Manual
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Monsters
Monster Manual
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Monsters
Monster Manual
jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.
The region containing a demilich’s lair is twisted by its
finishes a Long Rest outside that area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.Necrotic, Poison, PsychicBludgeoning, Piercing, Slashing
Monsters
Monster Manual
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
a spell, it subtracts 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative energy suffusion"} from the number of Hit Points regained.
Scopophobia. Creatures within 1 mile of the
Monsters
Monster Manual
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Monsters
Monster Manual
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
and any creatures of its choice are unaffected by the fog.
If the vampire dies or moves its lair elsewhere, these effects end immediately.Cold, NecroticSanguine Drain. Constitution Saving Throw: DC 18
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Monsters
Forgotten Realms: Adventures in Faerûn
minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a region’s other denizens, by either unleashing long-buried evils or misusing scarcely
melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit
Monsters
Forgotten Realms: Adventures in Faerûn
of ancient empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
Monsters
Forgotten Realms: Adventures in Faerûn
empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have
appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can
Monsters
Forgotten Realms: Adventures in Faerûn
art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon
empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region
Monsters
Forgotten Realms: Adventures in Faerûn
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover a
Monsters
Forgotten Realms: Adventures in Faerûn
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover
Monsters
Forgotten Realms: Adventures in Faerûn
.
The region containing Valindra’s lair is warped by her presence, creating the following effects:
All-Seeing. While in her lair, Valindra can cast Clairvoyance, requiring no spell components
and using the same spellcasting ability as her Spellcasting action.
Apathy. Creatures within 1 mile of the lair that aren’t Undead have Disadvantage on Death Saving Throws and Initiative rolls
Monsters
Forgotten Realms: Adventures in Faerûn
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
Monsters
Forgotten Realms: Adventures in Faerûn
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Forgotten Realms: Adventures in Faerûn
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Monsters
Astarion's Book of Hungers
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Eyes of the Eagle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Monsters
Mordenkainen's Fiendish Folio Volume 1
predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark
corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
early on the mount immediately after it attacks.Kavalrachni are duergar cavalry trained to fight while riding female steeder;female steeders or other Underdark creatures as mounts.
Duergar
Duergar
their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even
Magic Items
Phandelver and Below: The Shattered Obelisk
affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
Mind Crystal (Distant);Distant (Uncommon). If the spell has a range of 5 feet or more and
a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Mind Crystal (Careful);Careful (Uncommon). Choose up to three creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by
Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if
and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others
Monsters
Spelljammer: Adventures in Space
heads. They wear simple garb and like to hurl heavy rocks. A b’rohg can wield a weapon with each of its four arms, but it prefers to pound enemies with its fists and rip smaller creatures apart with
its bare hands.
B’rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don’t
Monsters
Bigby Presents: Glory of the Giants
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Hunger of Hadar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for
the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.
Firenewts prize giant striders and seek to
adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warrior;firenewt warriors.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely
the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an
survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the






