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Returning 24 results for 'been before distance continuously released'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
gadabout’s turns and accompanies the gadabout wherever it goes.Gadabouts are gentle, winged creatures that can be used as personal conveyances for short-distance travel across the airless void of
Wildspace. A gadabout wraps its branches around a Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Gadabout Gadabouts are gentle, winged creatures that can be used as personal conveyances for short-distance travel across the airless void of Wildspace. A gadabout wraps its branches around a
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters can attack it from a distance or fly in close. The airship can’t land on the Morkoth, but it can float in the water nearby or hover directly overhead, out of the line of fire of the Morkoth’s
, Sharlasta Stormsword (LE female Illuskan human bandit captain). After cooling her heels in prison, Stormsword is visited by Lord Dagult Neverember, who strikes a deal with her. When she is released from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can’t take
see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disguises can fool the creatures, but only at a distance. The latches on the stall doors are fastened at multiple points on each door, so it takes two actions to open each door. S2. Front Hall The entrance
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the stone stops rolling
When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures
Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths
the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot Cubes. The transparent gas carries a foul odor. The gas is continuously
release its victim, doing so with a successful DC 10 Charisma (Persuasion) check. A creature released by the vine in this way won’t be attacked by that vine again for the next 24 hours. At Higher Levels
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn
try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
up and tortured here. None are here now. 14. Assembly Hall, Upper Level Wide iron gantries extend a short distance into a vast chamber. Two lit braziers illuminate the western gantry, which has iron
fragments are hanging at the same level as the gantries. They are too heavy for the characters to unhitch, but each crane has a winch that can be released, causing the fragment to fall to the floor with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of thumb, a mobile headquarters can travel a distance of 30 miles per day (equivalent to a fast travel pace) per franchise rank. This rate of travel can vary depending on weather, visibility
distance of a day’s journey, targeting a known location over the course of one or more extradimensional jumps. Such teleportation is usually done when no one is looking, to avoid arousing suspicion or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
chapter 8). Maegera the Dawn Titan can be safely released from the flask in one of two locations. If it is released inside Gauntlgrym’s forge, Maegera becomes trapped there once more. If it is released
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
anything outside the circle. All demons except for the manes ask to be released, promising to attack the Thayan forces if they are freed. With a successful DC 10 Intelligence (Arcana) check, a character
minute. Then the creature is released and drops to the floor, taking 10 (3d6) falling damage and landing prone in a random square near the center of the chamber. Moving onto or over the floor triggers the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
south or to the west, depending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is a success, it can reduce the distance traveled by the amount
the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mist confuses your faculties and sense of direction.
The mists heavily obscure vision and magically disorient those inside them. Such creatures lose all sense of distance and direction while in the
when the spears are released must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, is pinned to the north wall, and has the grappled condition (escape
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
when it is released). Bear Pen. A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape
with a faint phosphorescence. The ceiling is almost fifty feet overhead, and bright flecks and gleaming stone formations are visible in the distance. Patches of strange fungi dot the floor, including
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, showing no signs of vegetation or other life, and highlighting the glimmering glass statuary that stands everywhere. Even at a distance, many of the statues appear to be humanoids of different races
experiments here can be safely examined. However, if the check is failed by 5 or more, the steam mephits are released. Any character who succeeds on a DC 12 Wisdom (Medicine) check gets the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
closed with a successful DC 15 Strength (Athletics) check. If this happens, any creatures it has grappled are automatically released. As soon as the chaos quadrapod is killed or sent back through the
to mark the distance and direction to the spires of rock along the shore, allowing the ship to pilot around them and to a calmer bay beyond. A successful DC 14 Wisdom (Perception) check allows the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
, including safe passage for the characters to their chief. The creatures have no power to guarantee their promises, however. In addition, if the goblins are released, any understanding the characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
one or more characters close to melee distance, she casts shocking grasp and misty step on her next turn, using the latter spell to teleport to another rock. As an action, a character can make a DC
are released when the shard solitaire cracks (see “The Solitaire Cracks” below). Until then, they must try to resist the psychic damage caused by the Far Realm entity.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
. He is badly injured and has 1 hit point remaining. Wulgreda and Gervor are happy just to be released, although they ask the party to help them get to safety. Orna wants to go her own way, but she is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a DC 12 Wisdom (Perception) check spots tiny holes bored into the slab’s marble base. It’s from these holes that the gas spews forth. A creature in the crypt when the gas is released must make a DC
descends 1 foot for every 10 feet of horizontal distance covered. At the end of the flight, the wearer lands on its feet and the glider is intact. If the wearer tries to accelerate the rate of descent






