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Returning 35 results for 'been being distance currents rites'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d10", "rollType":"damage", "rollAction":"Psychic Orb", "rollDamageType":"psychic"} psychic damage.
Collapse Distance (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Collapse Distance"}. The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
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->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
below—a distance of some 50 to 150 feet depending on position. Every hour the party moves along the icy terrain, randomly choose one character to make a DC 10 Dexterity (Acrobatics) check. If the check
here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
below—a distance of some 50 to 150 feet depending on position. Every hour the party moves along the icy terrain, randomly choose one character to make a DC 10 Dexterity (Acrobatics) check. If the check
here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
below—a distance of some 50 to 150 feet depending on position. Every hour the party moves along the icy terrain, randomly choose one character to make a DC 10 Dexterity (Acrobatics) check. If the check
here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx’s vibrant colors and lights, and that without
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx’s vibrant colors and lights, and that without
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx’s vibrant colors and lights, and that without
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Minotaur A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the
, 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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
disciples continue performing the horrific rites he perfected. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Minotaur A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the
, 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Minotaur A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the
, 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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
disciples continue performing the horrific rites he perfected. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the
incapacitated until the end of its next turn.
Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.
Collapse Distance (Recharge 6). The seer
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
disciples continue performing the horrific rites he perfected. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the
incapacitated until the end of its next turn.
Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.
Collapse Distance (Recharge 6). The seer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the
incapacitated until the end of its next turn.
Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.
Collapse Distance (Recharge 6). The seer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the horrific rites he perfected. Kyuss has a lot to answer for. Sometimes you eat the worm — and sometimes the worm eats you.
— Volo
Plague of Worms. From a distance or in poor light, a spawn of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the horrific rites he perfected. Kyuss has a lot to answer for. Sometimes you eat the worm — and sometimes the worm eats you.
— Volo
Plague of Worms. From a distance or in poor light, a spawn of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the horrific rites he perfected. Kyuss has a lot to answer for. Sometimes you eat the worm — and sometimes the worm eats you.
— Volo
Plague of Worms. From a distance or in poor light, a spawn of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
4.1 falls 30 feet into area H3 and takes 10 (3d6) bludgeoning damage. The glyph’s effects can be avoided by opening the door from a distance, which prevents the spell from being triggered. Once the
knowledge she gleans from unholy rites. If Teocín is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notes—dozens of filthy
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
4.1 falls 30 feet into area H3 and takes 10 (3d6) bludgeoning damage. The glyph’s effects can be avoided by opening the door from a distance, which prevents the spell from being triggered. Once the
knowledge she gleans from unholy rites. If Teocín is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notes—dozens of filthy