Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before beyond distance could react'.
Other Suggestions:
before beyond distance could race
before bond distant could race
before beyond distant could race
before bond distinct could race
before belong distant could race
Monsters
Icewind Dale: Rime of the Frostmaiden
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Planescape: Adventures in the Multiverse
Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance
. Some bariaurs sate their wanderlust by exploring their home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid.
Neothelids know nothing beyond their predatory
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
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes
’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do, but they act with
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Species
Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
exercise their minds and bodies. It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Distance Distance Notes 250 feet Long range for ballistae, mangonels, shortbows, longbows, light crossbows, and heavy crossbows 500 feet Long range for longbows and mangonels; beyond the range of
Ship-to-Ship Combat The following rules are designed to make ship-to-ship combat simple yet exciting. Starting Distance At the start of an engagement, the DM decides how far a ship is from its
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
throughout this area, keeping the wine cellar cool, are ten patches of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). The characters are safe from the mold as long as they keep their distance.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail
, you can't attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranged Attacks When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack. Range You can
make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. Some ranged
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail
, you can’t attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
. 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->Player’s Handbook
Ranged Attacks When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack. Range You can
make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. Some ranged
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
amble forward on hinged legs to close the distance. If a ballista has nothing to attack on its turn, it returns to its startingposition.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, did it fall into ruin, or are there progenitor dwarves who possess spells and weapons beyond anything known in Khorvaire? And how would these ancient dwarf lords react to their Mror descendants
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Dungeon Master’s Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. “Beyond the unopenable doors lay a grand hall
incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently — or stand and do nothing. A golem that has been
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
all mortal creatures to put as much distance between them and the ranger as possible. More practical minds see the folly in this, since the airship simply gave Môrgæn a better vantage point. Beyond
beyond garden variety. Môrgæn’s recruitment coincided with Acquisitions Incorporated acquiring its first airship. Diviners have theorized that this was no coincidence, but the combined psychic will of
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
travel day, roll 1d6 and consult the Airship Travel Weather table to determine the weather the characters face that day. This weather also determines the encounter distance and DC for Wisdom
An airship’s pilot is subject to the rules of extended travel (beyond 8 hours per day) in the Dungeon Master’s Guide. Characters able to successfully interface with the Recluse’s Helm and the spirit
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
magnificent bridge arcs into the air, stretching high above the trees and over the sea beyond. The span soars without supports, its path bending in serpentine curves that stretch into the distance. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
broken by a sizable gap, and you can see the glint of metal at the bottom of the opening. The floor beyond this area has a silvery sheen.
In the distance you can see another hole, beyond which is a patch
22. Frictionless Trap When the characters pass through the door from area 21, describe the features of the room beyond depending on how much of the chamber they can see. The path to the west is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Saving Throws Int +4, Cha +2
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance),
passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Needle Blight In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like
4 (−3)
WIS
8 (−1)
CHA
3 (−4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
encloses a settlement on the side of a snow-dusted mountain spur. Beyond the wall you see the tops of snow-covered pines and thin, white wisps of smoke. The somber toll of a bell comes from a stone
to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey. The Old Svalich Road continues west from this location for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) even at night. A day without rain is rare, but rain varies from a steady mist to drenching downpours. Visibility in heavy rain is limited to 50 yards. Beyond that distance, only Huge or larger objects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. Dungeon Master (DM
abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. Dungeon Master (DM): After
abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
nearby woods. 2 A pixie beckons you to follow her, promising you a sight beyond your wildest dreams. 3 A man stumbles from the forest. He doesn’t speak, but his arms are full of delicious-looking fruit. 4
The party hears chattering voices and the music of panpipes coming from a secluded area. 5 In the distance, the party sees a descending dragon pulling a caravan of wagons. 6 A dragon’s gentle voice
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal. Ochre Jelly
)
CHA
1 (−5)
Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Carapace Ridge This battlefield, including the ridge where the characters arrive, is presented on map 10.1. Distance is difficult to judge on Pandemonium; the physical distance between the locations
clifftop towering hundreds of feet over a beach, beyond which boils a sea of kaleidoscopic clouds. On the beach, an ancient stone redoubt sits half-consumed by the sea. A tower juts from atop the cliff
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
edge of map 7.1.) A low stone ledge overhangs this eroded area, and shrubs and bushes obscure it from observation at a distance. It takes 10 minutes for characters to search each 10-foot-wide space along
the cliff face. This examination must be done from a distance, using a long spear or a 10-foot pole to poke into the sand and gravel, looking for an opening. Any prodding into the cliff face must be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
–4 Shadowfell Fog 5–6 Wild Magic Fog Mist Thickness Mist lightly obscures the area it fills. Depending on its density, it heavily obscures an area beyond a certain distance from creatures within. Use
the Mist Thickness table to determine a mist’s thickness at random. The Mist Obfuscation table notes how far a creature in mist can see before the area beyond is heavily obscured. Mist Thickness






