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Returning 35 results for 'been both distance continue remote'.
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Monsters
Bigby Presents: Glory of the Giants
, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
it.
A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those
Monsters
Bigby Presents: Glory of the Giants
wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault.Cold, PoisonFire
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
Backgrounds
Guildmasters’ Guide to Ravnica
.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Stoicism. All of us are part of the cyclical march of nature, which will continue with
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
them.
Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude
Monsters
Eberron: Rising from the Last War
perception. Each creature of Belashyrra’s choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their
’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beckoning figure is one of nine wereravens (LG male and female humans) hiding in the grove north of the vineyard. If the characters ignore the cloaked figure and continue on to the winery, the wereravens keep their distance and wait to see what happens.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s player to do while their character is inactive?
This chapter presents the House of Cards, a dungeon in a remote demiplane created when the Void card is drawn. This is where the character’s
for the player to continue playing their original character on a desperate quest to rescue their own soul.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s player to do while their character is inactive?
This chapter presents the House of Cards, a dungeon in a remote demiplane created when the Void card is drawn. This is where the character’s
for the player to continue playing their original character on a desperate quest to rescue their own soul.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s player to do while their character is inactive?
This chapter presents the House of Cards, a dungeon in a remote demiplane created when the Void card is drawn. This is where the character’s
for the player to continue playing their original character on a desperate quest to rescue their own soul.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
, the hag can hear the holder of the token but not the noise around it. A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
, the hag can hear the holder of the token but not the noise around it. A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
, the hag can hear the holder of the token but not the noise around it. A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
, stand in the moon dial, and sniff the air for a few minutes before ambling back toward Lonelywood to continue its reign of terror. If the characters explore the elven tomb without delay, they
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
succeeds automatically, allowing the training exercise (and the journey) to continue. Challenge 1: Plotting a Course The characters must use their Wildspace map to plot a course to their destination
distance away, the ship can resume its journey, traveling rapidly at spelljamming speed. After another minute in this simulated state, the ship arrives at its destination, where the characters discover
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
succeeds automatically, allowing the training exercise (and the journey) to continue. Challenge 1: Plotting a Course The characters must use their Wildspace map to plot a course to their destination
distance away, the ship can resume its journey, traveling rapidly at spelljamming speed. After another minute in this simulated state, the ship arrives at its destination, where the characters discover
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
common rabble. Not long after Ravengard arrived in Elturel, the city was dragged down into the Nine Hells — wiped off the map. Given the distance between the two cities, it’s no surprise that the
Elturgard continue to arrive with dire claims that nothing remains of Elturel except a crater in the ground. Among those fleeing Elturgard are several Hellriders — paladins who have sworn oaths to defend
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
succeeds automatically, allowing the training exercise (and the journey) to continue. Challenge 1: Plotting a Course The characters must use their Wildspace map to plot a course to their destination
distance away, the ship can resume its journey, traveling rapidly at spelljamming speed. After another minute in this simulated state, the ship arrives at its destination, where the characters discover
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
, stand in the moon dial, and sniff the air for a few minutes before ambling back toward Lonelywood to continue its reign of terror. If the characters explore the elven tomb without delay, they
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
door. No amount of forcing or spells will open the door. The only way to continue northward is to use a disintegrate spell on the door or physically destroy it (it has 100 hit points). If the characters
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the






