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Returning 35 results for 'both before distance contents reverts'.
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Deep Scion
Legacy
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Monsters
Volo's Guide to Monsters
equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. In humanoid
deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Monsters
The Book of Many Things
, and the drone knows the distance and direction to the amulet. If the drone is within 60 feet of the drone’s wearer, half of any damage the wearer takes (rounded up) is transferred to the drone
travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, regardless of distance, so long as it and its master are in the same body of water.Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain
-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
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
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Storm King's Thunder
. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In storm giant form, Iymrith retains her alignment
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
turns every foot of actual distance into 12 feet of relative distance. From its perspective, the creature would seem to fall several hundred feet before suddenly growing twelve times bigger in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gesticulations that suggest it’s trying to cast harmful spells at them. It reverts to making normal attacks only if one or more characters enter its reach and make melee attacks against it. If the characters
keep their distance and avoid harming the shield guardian, it ends its “attack” after a few rounds and wanders off, looking for other denizens to terrorize.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form
the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blind beyond this distance. It has the following action options: Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Belch Fire (Recharge 4–6). The stove
summarizes the coffers’ contents: Coffer Contents 1 Three vials of human blood, three strips of flesh, and a pouch of bone dust (animate dead) 2 Iron filings (antimagic field) 3 Three patches of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
petrified werejaguar (use the weretiger statistics). If the altar is molested or any of the room’s contents are abused, the werejaguar becomes aware and seizes the first opportunity to attack with
the bracelet of rock magic, described in appendix A). Its first choice of targets is always the weakest member of the party. If the werejaguar is reduced to 0 hit points, it reverts to human form and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surface or a larger object, such as a chain bolted to a wall, its 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 damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surface or a larger object, such as a chain bolted to a wall, its 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 damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
otherwise they keep their distance. Once the hawks attack, Moog can’t be surprised. Map 3.14: Old Tower 1. Lower Level Moog has parked a large boulder in front of the doorway. A Small character can squeeze
floor. Determine its contents by rolling three times on the Items in a Giant’s Bag table in the introduction. Moog is here unless she has been lured elsewhere. If the characters wait her out, Moog gets
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
of the deep scion’s next turn.
In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and
, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cruel patron god. The star’s impact caused the idol to topple and shatter. The fragments are worthless. D5: Collapsed Tunnel A short distance down the corridor, fallen masonry completely blocks the
antlers hang from the far wall. Five derro cluster around an open chest in the center of the room, examining its contents. Two slack-jawed zombies stand nearby, watching for intruders.
Three derro
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. The crate has a cracked corner seam that oozes a tar-like substance into the filthy water.
Characters who examine the crate from a distance of 5 feet or less can, with a successful DC 15
ascertain that the orange glow around the crate is a bad sign, for it suggests the crate’s contents might have been damaged in a dangerous way. The crate explodes if it is moved or jostled. If the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form, the deep
the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
out a way to lift the floorboard from a safe distance, the dart misses.) Treasure. A sack full of 200 gp rests in a small compartment beneath the raised floorboard. C7: Mess Hall A long table takes up
crate in 1 minute; without a crowbar, it takes 10 minutes. When a character opens a crate, roll a d6 and consult the Crate Contents table to determine what’s inside. The characters can find each item on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
table covered with food and wine stands in the middle of the pavilion, although the drow refuse to partake. Development. If the characters keep their distance and spy on the Zhentarim enclave for a few
secret door in the west wall opens to reveal a wide tunnel beyond (area 1e). The secret door makes a lot of noise when opened, alerting the warehouse’s occupants. Storage Sheds. The contents of the
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
contents. Lottie, a powerful wizard and clockmaker, created them. (The clockwork dragons do not identify Lottie as a lich.) Lottie also created the orrery, but later scattered it and its components. The
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
clams’ contents are determined by the Giant Clam table (see the “Maelstrom: General Features” sidebar). The anemone chest holds four sacks made from shark bladders. Each sack contains 1d4 × 100 pp. 11
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Krintaas, are here. Omit the second paragraph from the following boxed text if these NPCs are not present: Some effort has been taken to arrange the contents of this upside-down room, creating a
attunement, and only humanoids can attune to it. A humanoid that attunes to the amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
high. A character can climb the ship’s hull with a successful DC 15 Strength (Athletics) check; the distance from the cavern floor to the upper deck is roughly 20 feet. The Scavenger is buoyant but
room contains a dining table, six stools, and a small iron stove. Cupboards built into the walls have been thrown open, their contents (utensils and dishware) scattered across the floor. Casting a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a successful one. The glyph vanishes after it triggers, and the flame doesn’t damage the contents of the room. Treasure. The desk drawer contains quills, ink, paper, a pouch holding 60 gp, and
room, including the walls, is painted cerulean. Its contents are sized for a small inhabitant; the desk is two feet tall, and the bed is four feet long.
This is Porro’s private chamber. Its cerulean
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
can help it. When confronted by one or more unfamiliar foes, he flees to Skalanthas’s lair (area M38). If all routes to the lair are cut off, Ronnom tries to bribe enemies with the contents of his top
Hostile to Indifferent by apologizing for the intrusion and claiming to be acting on behalf of the monks. Skalanthas’s attitude reverts to Hostile if a character threatens or belittles him, tries to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room’s contents. Unnumbered Rooms d12 Description 1–2
to pry open the robot’s chest plate and access the contents of its torso. Treasure. Inside the robot’s chest compartment are five gems worth 50 gp each. Safely retrieving the gems without getting
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In a
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of thumb, a mobile headquarters can travel a distance of 30 miles per day (equivalent to a fast travel pace) per franchise rank. This rate of travel can vary depending on weather, visibility
distance of a day’s journey, targeting a known location over the course of one or more extradimensional jumps. Such teleportation is usually done when no one is looking, to avoid arousing suspicion or
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
determination is needed. What happens when a jump spell gives a creature a jump distance greater than its walking speed? Your jump is limited by how far you can move; each foot jumped uses a foot of movement. You
at least 10 feet immediately beforehand. If the jump spell is cast on you, that potential jump distance is tripled. That’s a jump of 45 feet! If your speed is 30 feet, you can use only 30 feet of that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cable-guided ferries at the crossing, and demand tolls based on the size and contents of the goods being ferried across. The Blackford Road still bears the ancient marks of the dwarven realm of
with such things. Now, the Arcane Brotherhood again walks the streets of Luskan, marked by the distinctive colors and patterns of their cloaks. From a distance, these cloaks all bear the same cut and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fact, and offered his aid. A vast marshland pocked with sulfurous pools that often gout their steaming contents high into the air, the marsh is inhospitable even to most serpents; the majority of the
notice but not so far as to come near its heart, and then skirted its edges until I could see the hills of Trielta in the distance.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
toppled on the floor.
This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibblecheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to
wall is a candy contraption that magically stretches its contents into saltwater taffy. Any creature that starts its turn in the space occupied by the taffy puller’s arms must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
contents of its skull to their master, which absorbs the illithid’s brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting
Challenge 14 (11,500 XP)
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to the high, tilted saddle, waving their arms and commanding imaginary armies into battle. Within spitting distance of the statue is the Stag-Horned Flagon, a cozy tavern run by an gray-haired, middle
Dungeon Master’s Guide to determine the contents of each dragon’s trove. Aurilssbarg See the “Ice Peak” section. Bargewright Inn Once a hilltop wayside inn, this site has become a walled community of






