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Returning 29 results for 'being before distance could respond'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Drop","rollDamageType":"cold"} cold damage. Miss: The ice piercer takes half the normal falling damage for the distance fallen. Auril the Frostmaiden has transformed icicles into creatures that
from ordinary rock formations.
Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t
, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack’s undisputed leader. A trained pack then follows its leader without
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Entering the Village As the characters progress into the village, read the following: In the distance, a slender figure tends to the wounded villagers, who respond with heartfelt gratitude. As the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
rock formations. Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its
ceilings, without needing to make an ability check.
Actions
Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dragons respond to the Draakhorn’s rumbling moan and journey to the Well of Dragons—a migration that inspires alarm and panic in people across Faerûn. Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever the adventurers are outside, they might see a dragon winging overhead in the distance. The shadow of a dragon could fall across the adventurers in
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dragons respond to the Draakhorn’s rumbling moan and journey to the Well of Dragons—a migration that inspires alarm and panic in people across Faerûn. Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever the adventurers are outside, they might see a dragon winging overhead in the distance. The shadow of a dragon could fall across the adventurers in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Howler A far-off wail precedes the sight of a howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers
hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack’s undisputed leader. A trained pack then
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dragons respond to the Draakhorn’s rumbling moan and journey to the Well of Dragons—a migration that inspires alarm and panic in people across Faerûn. Characters and players should seldom be allowed to
forget that the evil dragons are on the move. Whenever the adventurers are outside, they might see a dragon winging overhead in the distance. The shadow of a dragon could fall across the adventurers in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Howler A far-off wail precedes the sight of a howler. Even at a distance, one’s mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on
the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
distance. Thousands of smaller fungi cling to the main stalk, which itself splits into several lesser stalks, each long enough with a cap big enough to be the top of a great tower. The cavern floor
insist on engaging the demon lord here and now. Dozens of spore servants and myconids respond to Zuggtmoy’s telepathic call if their mistress is in danger, attacking the characters heedless of their own
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Journey Locations The tunnel leads through several dangerous areas. Use map 7.1 for this journey. Mike Schley Map 7.1: Tunnels of the Deep View Player Version The distance from Phandalin to the
grell caves (areas J1 through area J4) is 2 miles. The distance from the grell caves to the behir lair (areas J5 to area J7) is 3 miles. The distance from the behir lair to the fleshy pit (areas J8 to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
distance used to an unoccupied space that you can see. 4 Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom
portal open or closed for 1 hour. For that duration, the portal doesn’t respond to its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action. Portal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fundamental character, and if the halflings are convinced of a creature’s good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as
makes them wary of any new “friend” that doesn’t come across as genuine. Although they might not be able to define the feeling, halflings sense when something isn’t quite right, keeping their distance
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
respond to prolonged disturbances. Hc5. Fiddler’s Camp This bonfire is a little smaller than the others. An elf woman in robes plays a fiddle as two sprites dance around the smoke above the fire
druids who didn’t pass muster with the fire cult and were fed to the wicker giant. The bugbears are trying to look like druids from a distance until the other camps are cleared out. Knowing they aren’t
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in the air between them. A circular clockwork device floats within the light, recognizable even at a distance as one of the components of the Orrery of the Wanderer.”
Clockwork Dragons Each of the
the room, though they continue to respond to characters engaging them in conversation even during the fight. (If a character attempts to seize the component, see “The Missing Component,” below
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their cave unless it looks like a storm giant. From a distance of 30 feet or more, the crabs are easily mistaken for piles of debris. Any character who succeeds on a DC 15 Intelligence (Nature) check
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
. Each of these wagons contains three Vistani (CN male and female human bandits). The Vistani are playing a dice game for favors, since they have no money. They respond to sounds of alarm by drawing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
distance. Since I didn’t strike them down with lightning from afar, they were willing to approach peaceably. Still, they stopped when they were within bowshot and seemed to be arguing about whether to shoot
they will respond with quick violence. LOST TRIBES OF THE UTHGARDT
Some Uthgardt tribes are seen by others as lost to the world. They are considered anathema, and even speaking of them outside certain
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can respond telepathically. Unearthly Roads Currents of magic run through the world—invisible, artery-like networks that exert subtle influence and connect disparate lands. The greatest of these
operate like long tunnels, and a creature that travels on an unearthly road progresses 21 miles of distance in the time it would normally take it to travel 1 mile. While on the road, glimpses of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
depicting sites along the modrons’ endless march. The distance between areas varies from yards to miles. Feel free to add additional encounters between areas, to change their order, or to have the
respond. Xabash can provide general details from the “Tyrant’s Spiral” section earlier in this chapter. Once the characters are done conversing with Xabash or if they attack it, the beholder drifts
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
Wisdom (Perception) check spots the blackened top of the Gulthias Tree in the distance. If the check succeeds by 3 or more, the character also spots the twig blights creeping around in area 55. 55
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters near the riverbank. Characters who survey the river or enter its waters and succeed on a DC 14 Wisdom (Perception) check spot the dragon, who keeps her distance. If a character reacts
successful DC 16 Dexterity (Acrobatics) check. A character who surveys the hollow from a distance and succeeds on a DC 16 Wisdom (Perception) check discovers the trap, which can be disarmed by poking it with a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
go or uses the word “truth” while speaking in this area, the faces respond in unison. Five of the faces lie, saying, “My way is the right way.” The face marking the southeast tunnel leading to area L10
gargoyles spans the west river flowing from the lake. The sound of roaring water echoes from downstream. A short distance beyond the bridge, the river becomes a waterfall, plummeting 300 feet into an
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
” while speaking near a face, the faces respond in unison. Five of the faces lie, saying, “My way is the right way.” The face marking the southeast tunnel leading to area L9, however, responds, “I
. The sound of roaring water echoes from downstream. A short distance beyond the bridge, the river becomes a waterfall, plummeting 300 feet into an Underdark lake. The lake and the creatures that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
adjacent, identical meeting rooms contain rusty metal furnishings and several skeletons. Each room features a small terminal with a screen once used for long-distance communication. Both terminals have been
android doesn’t mention the robot mutiny that preceded the crash, respond to queries about Aphelion, or muse on the computer’s intentions, all of which it deems beyond the scope of its purpose. If the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, 1d4 swarms of ravens and 1d4 swarms of rats gather and attack any other creatures in the region. On a 5–6, a treant (in forested terrain) or a galeb duhr (in rockier terrain) attacks. 28–36 Distance
understands any languages, it can respond telepathically. 53–58 One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
darkness. The water moves sluggishly, indicating a weak current. Torchlight flickers in the distance.
Torches positioned near the bridges at areas C6, area C15, and area C24 provide illumination
corridor outside. If intruders try to slip past the guard post, the bugbears in this room storm out to attack them from the rear. Any fighting here alerts Morbeoth and his guards (area C17). They respond to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
of the extra distance it must traverse. 21. Dragon Throne A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a
, to wedge the lid shut. Development. If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to
smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can






