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Returning 35 results for 'both before distance change repeating'.
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Boggle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to an other as a
immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any
Monsters
The Book of Many Things
, the minotaur doesn’t change size.Unerring Tracker. The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form
a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action and move on its turn. The chase ends when one side drops out or the quarry escapes. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance
between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase can take one action and move on its turn. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action and move on its turn. The chase ends when one side drops out or the quarry escapes. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance
between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase can take one action and move on its turn. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase can take one action and move on its turn. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action and move on its turn. The chase ends when one side drops out or the quarry escapes. When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance
between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sturben Long considered Levkarest’s unfashionable shadow, the city of Sturben has become a haven for those seeking distance from the domain’s elite. To counter the half-hearted justice doled out by
Faceless Court change, but their masks remain the same: grimly ornate visages inspired by Borca’s mysterious first inhabitants. The court sends iron-masked circuit judges into the surrounding lands to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sturben Long considered Levkarest’s unfashionable shadow, the city of Sturben has become a haven for those seeking distance from the domain’s elite. To counter the half-hearted justice doled out by
Faceless Court change, but their masks remain the same: grimly ornate visages inspired by Borca’s mysterious first inhabitants. The court sends iron-masked circuit judges into the surrounding lands to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sturben Long considered Levkarest’s unfashionable shadow, the city of Sturben has become a haven for those seeking distance from the domain’s elite. To counter the half-hearted justice doled out by
Faceless Court change, but their masks remain the same: grimly ornate visages inspired by Borca’s mysterious first inhabitants. The court sends iron-masked circuit judges into the surrounding lands to
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren’t looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what
they’ve heard to their masters. 5 Kaleidoscopic. This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren’t looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what
they’ve heard to their masters. 5 Kaleidoscopic. This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren’t looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what
they’ve heard to their masters. 5 Kaleidoscopic. This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Ominous Arrival As Invido’s search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
abbey that clings to the mountainside high above the settlement. The steady chime is inviting—a welcome change from the deathly silence and oppressive fog to which you have grown accustomed. It’s hard
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->Curse of Strahd
abbey that clings to the mountainside high above the settlement. The steady chime is inviting—a welcome change from the deathly silence and oppressive fog to which you have grown accustomed. It’s hard
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->Mythic Odysseys of Theros
change. Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, however, it is as unstoppable as a
appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Ominous Arrival As Invido’s search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
abbey that clings to the mountainside high above the settlement. The steady chime is inviting—a welcome change from the deathly silence and oppressive fog to which you have grown accustomed. It’s hard
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->Heroes’ Feast: Saving the Children’s Menu
Ominous Arrival As Invido’s search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
change. Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, however, it is as unstoppable as a
appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
change. Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, however, it is as unstoppable as a
appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
feats
enlarge/reduce spell.
9
Firefly. You can cast the light cantrip with yourself as the target.
10
Malleable Visage. You change appearance, as per the effect in the alter self spell, to appear
, piercing, or slashing damage, as appropriate to the natural weapon you chose.
12
Amphibisprings. With enhanced muscles and a ratcheting mechanism in your tendons, your jumping distance is tripled
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
set the scene: A wall of storms surges and howls in the distance. The sunny, mild weather gives way immediately to rain and hail, violent winds, and electrical discharges. Passing in and out of the
even though they were made of metal. She was almost struck a few times, but she kept repeating prayers to Talos, and she thinks that is the only thing that saved her. She does not want to enter the