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Returning 35 results for 'before beyond diffusing covering ride'.
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Monsters
Mythic Odysseys of Theros
memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or
beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost.First Form
In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Backgrounds
Sword Coast Adventurer's Guide
. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh
on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace
. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
high overhead Red, held waist high4
Turquoise, held at shoulder Buff, at feet
Scarlet, held waist high (None)
Pale green, at feet Indigo, held high overhead
1 An illusion covering
a crawlway to area 11 2 This door can be opened by a knock spell or destroyed with disintegrate 3 An illusion covering a crawlway to area 14 4 An illusion covering a crawlway to area 13 The false
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Cave of Echoes The Cave of Echoes is a day’s ride south of Sybar. Originally, the cave was the underground course of a river that flowed from a lake in the Eternal Garden before the garden was drawn
need, as it did with Juliana and Orlando when it whisked them away to the garden. Few venture beyond this chamber, wary of dangers that lurk deeper within the cave.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forest Crystal Magic The Forest Crystal extends a powerful magical shroud covering the surrounding region. The land surrounding the crystal within a radius of 5 miles is transformed into lush forest
takes control of the crystal can end the shroud for 24 hours or change it to a different type of terrain permanently. Additional creatures beyond the first can assist in controlling the crystal. For each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Park-and-Ride The duergar searched area 8a for treasure but didn’t find anything of interest. They also failed to detect the secret door to area 8b. 8a. Donkey Dummies Frescoes. The walls are
blindsight out to a range of 30 feet. It is blind beyond this radius. Without a rider, the wooden donkey is incapacitated. It has immunity to poison damage, and it can’t be blinded, charmed, frightened
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Life in the Big City Ravnica is a vast city, covering the entirety of the world in many layers of construction, from deep sewers and catacombs to sky-raking spires. No single map can encompass the
when guild conflicts run hot, Ravnicans respect the sanctity of the Promenade as neutral ground. Beyond the core are an uncounted number of other districts, which originated as outlying cities that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, which unlocks the door to area 20. The bookshelves hold hundreds of tomes covering a range of topics including history, warfare, and alchemy. There are also several shelves containing first-edition
look like a red-covered book with a blank spine. A character inspecting the bookshelf spots the fake book with a successful DC 13 Wisdom (Perception) check. Unless the secret door is propped open, springs in the hinges cause it to close on its own. Beyond the secret door lies area 9.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Deep Speech but can’t speak, telepathy 60 ft.
Challenge 2 (450 XP)
Detect Sentience. The intellect devourer
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Rictavio offered Yan a ride in his carnival wagon. The two traveled together for several days, but their time together was tense. When it was clear that Rictavio was looking for a road to Barovia, Yan
compartment hidden in the wall behind the suit of armor. If the armor is activated and commanded to retrieve the treasure, it pulls the stones out of the wall, revealing the treasure beyond. If the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
line beyond it. Wounded Kalaman soldiers stagger from the trees, heading toward a narrow crossing that lies in your direction. Dragon Army soldiers give chase on horseback.
This battlefield is
the map. Four Dragon Army soldiers (see appendix B) on warhorses gallop in pursuit along the road at the north of the map. The Dragon Army soldiers ride to the edge of the northern stream, throwing
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope. Creatures sometimes try to hitch a ride on an yggdrasti to take
)
Damage Resistances bludgeoning, piercing
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hardly appear more different. In their homeland, halflings are nomads who ride domesticated dinosaurs across the wide plains. Those few Talenta halflings who journey across Khorvaire are visibly out
. You could be an official envoy of your tribe seeking allies in the world, or simply sent to learn more about the lands beyond the plains. Also, consider your relationship to the dinosaurs that play a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve
begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
ride it. The beast is smart enough to obey Stalagma’s verbal commands, and it’s strong enough to bear her weight while she’s in her enlarged duergar form. Stalagma attacks any non-duergar who aren’t
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. (blind beyond this radius),
passive Perception 6
Languages —
Challenge 11 (7,200 XP)
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an
A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it. Flying Broom. Some brooms of animated attack allow their creators to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
now are full-fledged members of Vistani culture (see the “Vistani Characters” sidebar for details). As they travel, members of a Vistani band walk, ride on horseback, and drive ledge wagons, stopping
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Hammock of Worlds. D2: Dead End This short tunnel ends in a wall of pallid meat, devoid of the thick chitin covering the other walls.
If a creature approaches what appears to be the tunnel’s
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
of the entrance.
The ball of violet light floats to a stop beneath the center of the open shaft, beyond the foot of the stairs. It then hovers there as if waiting for you.
The orb of magical
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
speak with dead or similar magic. Jarme’s Last Message Trantor also volunteers that Jarme spent his last days of life covering the walls of his cell with drawings, etched with a cast-off lump of
. The walls beyond are covered with childlike sketches, all overlapping each other in confusing waves and patterned swirls.
Any character who studies the sketches for a few minutes quickly recognizes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalactites onto leather tarps covering clusters of merchant stalls west and east of the trench. Beyond these marketplaces are well-tended gardens of mold and fungi, crystal walkways, and stone bridges. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations. Beyond these primal giants, though, other giants fill the tales of Theros. (KEV
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enough heat to melt the ice on one set of doors. Otherwise, it takes a character using a weapon, a pick, or a similar tool 1 hour to chip away the ice covering one set of doors, or 1 hour to melt the ice
) check find two secret doors behind the frost that covers the west wall. These slabs of stone are 40 feet tall by 20 feet wide, and each pushes open to reveal a chamber beyond (area 5A or 5B). Each secret
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
years to encompass thirty-seven volumes, covering everything from courtly etiquette to the proper saddling of mounts. According to the Measure, the knights no longer have sufficient numbers to elect a new
honor the god Habbakuk as their patron. The order emphasizes ideals of loyalty and obedience that serve as a bedrock whether a knight chooses to remain within the order or move beyond it. Knights of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area). A patch of brown mold exposed to an effect that deals cold damage is
green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
beyond. A character can use an action to try to open the secret door using thieves’ tools, doing so with a successful DC 15 Dexterity check. C14. Baron’s Loft Members of the Scarlet Sash gather in this
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
innumerable, but you pursue them with vigor. As operatives for an academy, you seek to unravel the secrets of existence and the deeper riddles beyond. In your work, you brush shoulders with the wisest in
the land, travel to places spoken of in myth, and discover truths beyond imagining. Denying ignorance, you pursue wondrous sights and endlessly unearth new facts. Undiscovered creatures, the covetous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Those who despise and challenge the Great Kingdom’s oppression—outlaws both good and bad—find refuge in borderlands just beyond the reach of the overking’s soldiers. These include the woods and swamp
hedges the place with watchtowers and keeps, and strong patrols ride the verges of the southern end of the Troll Fens to watch for unwelcome visits from the monsters dwelling within. Mark Behm The Tomb of Horrors lies deep within the vast swamp
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Zhentarim have diversified into mercantile pursuits. Zhent guards now ride alongside caravans of their own. And whereas a military organization served it well in the chaotic period after its fall, my source
. The Pereghost is never seen without his full armor and a face-covering helm. If it isn’t an elf behind the mask, then I suspect a series of humans might have masqueraded as the Pereghost during the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
toys lie strewn on the floor, including a chariot big enough for a halfling to ride in and a stuffed, silk-skinned doll as big as a human. Thullen keeps his quarters tidy otherwise. Furnishings
include a soft bed, a rug, a bookshelf, and a large, compartmentalized chest containing folded clothing and ordinary personal effects. 21. Library Like most wizards, Sansuri has acquired books covering a






