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Returning 35 results for 'beast before distance could refuge'.
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Spells
Player’s Handbook
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Equipment
This bone whistle is carved in the shape of a gargath. When blown, it produces a high-pitched sound that can only be heard clearly by certain creatures. When you blow this whistle, any beast within
100 feet of you that hears it can discern its distance from and direction to you. Friendly beasts can be trained to understand signals given with this whistle, and if you spend at least 24 hours
Locate Animals or Plants
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
)
Feature: Rubblebelt Refuge
You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the
Monsters
The Book of Many Things
Guardian of the Market. Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell.
Legendary Resistance (3
refuge, she greets them and happily answers their questions about the market. The dragon has a soothing voice and demeanor.Lair Actions
The entire Seelie Market is Pazrodine’s lair. Pazrodine&rsquo
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"necrotic"} necrotic damage.
Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting.Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
Demogorgon
Legacy
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Monsters
Out of the Abyss
"} necrotic damage.
Maddening Gaze. Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.Prince of Demons, the Sibilant Beast, and Master of the
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Incite the Hunters (Recharges
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Peaks of Flame, at the western end of the Valley of Dread. Because of the distance from Fort Beluarian, they’re looking for adventurers to conduct an initial exploration of that area and locate
(major) and has complete autonomy in Chult, answering only to Duke Ulder Ravengard of Baldur’s Gate. Portyr will happily assign some of her mercenaries to accompany adventurers by sea to Refuge Bay or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, Thavius Kreeg fled Elturel in secret and watched from a safe distance as the Companion transformed from a radiant sun into a black orb awash with crackling energy. It ripped Elturel from the Material
Kreeg was one of the first of his people to arrive at Baldur’s Gate with news of Elturel’s “destruction.” He slipped through the city’s gates with the help of his influential friend, Duke Vanthampur, and took refuge in her home.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
an Acquisitions Incorporated campaign. Beast Master Any Beast Master understands that a beast companion is far more diligent, friendly, and reliable than most people. This might be doubly true in an
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Huddle sweetens the deal with coin. The white moose is an awakened beast that serves Ravisin, the same evil frost druid who awakened the plesiosaurus in Maer Dualdon (see “Lake Monster”). This druid has
refuge in an elven tomb in the woods and won’t rest until the forest is free of loggers. Simply killing the white moose will not solve Lonelywood’s problem; to end the threat to Lonelywood and other towns, the characters must stop the druid from awakening more beasts and using them to harm Ten-Towners.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
feet to your high jump distance. The spirit of the tiger empowers your leaps. Aspect of the Beast These options are available to you when you choose a totem animal at 6th level. Elk. Whether mounted
you choose a totem animal at 3rd level. As with the spirits in the Player’s Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
beast is a dangerous predator such as a bear, tiger, or wolf, it keeps its distance from the adventuring party so as not to provoke the characters into attacking it. If it is harmed, the awakened
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Ability Score Adjustment: Up to a +4 bonus to Strength, Wisdom, or both Signature Spells: Hunter’s mark (1st level), beast sense (2nd level), slow (3rd level) Baphomet grants the gifts of
trait. Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
distance from the Cairn Road is a makeshift camp in front of a cave entrance. Four surly humans sharpen their blades around the fire. Nearby is a wagon with a wooden cage atop it. Inside the cage, a black
boar in a stout iron cage, bound for a noble in Waterdeep. They ate the beast, but then captured a black bear. The bandits broke the cage’s lock, so they have it spiked shut with an iron piton. Starved
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
duergar gets within striking distance, it attacks and becomes visible. Following its initial attack, it uses an action to increase its size, then presses its attack. Malevolent Townsfolk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding the Elven Tomb The elven tomb lies on a lightly wooded slope. An ancient moon dial is its centerpiece. Characters can find the tomb if they follow the tracks of a beast such as the white
granite pillars.
If the characters watch the location for an hour or more from a safe distance away, they see the awakened white moose (see the accompanying stat block) emerge from under the hillside
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Feygrove The southeastern side of the hill once held flourishing gardens: an idyllic refuge in an otherwise martial environment. When the abbey was destroyed, three dryads settled in the abandoned
grass and barely discernible. Recently, a young displacer beast (or displacer beast kitten from The Wild Beyond the Witchlight) exploring the bell accidentally tipped it over and got caught inside
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters first notice them. Any character who succeeds on a DC 15 Wisdom (Survival) check can find a safe refuge (a high branch, a small crevice, a hollow log, and so forth) that the predators can’t
over a dead giant octopus. If the characters are on a river, the creatures are spotted at a distance of 300 feet, whereupon they bellow menacingly and move to attack the party. To paddle a canoe to a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
time for some fishing.
11–12 The characters spot a rowboat from Lonelywood or Termalaine. It has 1d4 fishers (commoners) aboard and keeps its distance. The fishers are antisocial but
fish and can use its reaction to make an opportunity attack against it or try to grapple the fish as it dives back into the water.
16–20 The awakened plesiosaurus makes its presence known. Run the “Clever Beast” encounter.
Adventurers encounter the monster of Maer Dualdon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, which is 50 feet from the end of Topolah’s dock and the same distance away from the Second Wind. On its first turn, the void scavver swims up to the jolly boat and attacks a random character. Characters
Topolah’s asteroid and the Second Wind. Unlike the jolly boat, Big Momma flies through space like a fish through water and can move in any direction. Belly of the Beast If slain, Big Momma regurgitates a partially digested dwarf skeleton wearing a fish suit (see the Astral Adventurer’s Guide).
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, was one of the first explorers from Khorvaire to penetrate the interior of Xen’drik and discover ruins from an ancient giant civilization there. Despite the great distance involved, multiple
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
marble walls, supporting the ceiling. In the center of the room, a long, heavy table is covered with a fine white satin cloth. The table is laden with many delectable foods: roasted beast basted in a
distance. They also hear the portcullis clang shut and the tired groan of the aged drawbridge pulling up. Finally, unless the doors to this room are being held open, they slam shut (but do not lock). If
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
can join the ranks of another faction, abandon the city entirely—or flee to Nowhere. The huddled welter of ramshackle tenements lies deep in the bowels of Undersigil, a doleful refuge for criminals and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
folk, and he shares his supposition about the nighttime thunderclaps and lightning strikes in the distance. “Signs of a battle brewing,” he says. A group of vicious predators have been stalking
through the forest of late, and Wheeldoli fears they are disciples of Malar the Beast Lord (see the “Cult of Malar” section later in the adventure). The disturbances to the north, he says, seem to be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Movement and Position IGOR GRECHANYI Creatures occupy spaces of varying sizes. This Displacer Beast occupies
a 10-by-10-foot space, while the adventurers occupy 5-by-5-foot spaces On your turn
, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death. The Beast Within. Most minotaurs are solitary carnivores that roam labyrinthine dungeons
, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey. The scent of blood, the
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear






