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Returning 35 results for 'both both distance corners rating'.
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Ancient Brass Dragon
Legacy
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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
, have a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15
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 tell it’s an
Adult Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can
sinkhole can be spotted from 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
Ancient Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature
sinkhole can be spotted from 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
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
Monsters
Storm King's Thunder
see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving
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
Monsters
Tyranny of Dragons
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
Monsters
The Book of Many Things
Guardian of the Market. Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell.
Legendary Resistance (3
;s challenge rating is 22 (41,000 XP) when she’s encountered in Seelie Market.
On initiative count 20 (losing initiative ties) while in her lair, Pazrodine can take one of the following lair
Monsters
The Book of Many Things
chapter 20 for details about this realm.
The challenge rating of Aurnozci is 23 (50,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties
within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is
Monsters
Waterdeep: Dungeon of the Mad Mage
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord
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
is underwater.
A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the morkoth can take one of the following
Monsters
Eberron: Rising from the Last War
, Belashyrra has a challenge rating of 23 (50,000 XP).
Lair Actions.
While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing
perception. Each creature of Belashyrra’s choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their
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
rating of 2 (450 XP). The ballistae can’t perceive (and thus they ignore) creatures that keep to the easternmost 60-foot section of the hallway. Once they detect intruders, however, the ballistae
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Creature Roles Each creature has a role listed next to their challenge rating. Roles are descriptive and most don’t follow special rules—they simply help you build encounters and use the creature
fight best from afar. Whether they wield arrows or magical rays, these creatures always try to keep a distance from their foes. Brute Brutes are hardy creatures who have lots of hit points and deal
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival An old dirt trail stretches from the outskirts of Conyberry to the shrine, which characters first see from a distance. Read the following boxed text aloud: A ruin stands in the middle of a
trail ends at a crumbling gatehouse, the doors to which were sundered long ago. Three of the four towers that once stood at the corners of the outer walls have collapsed. Only the northeast tower remains
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Darkmantle A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone
, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this
Magic Items
The Book of Many Things
object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if
with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
subterranean darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their
great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
surrounds this hand-shaped hill. Other highlights visible from this distance include a gatehouse, atop which stands a half-dozen small figures on watch.
When the characters are ready to approach the
characters can gain leverage in the negotiations and get what they want or need. Use the 1-to-10 scale as a barometer for rating the overall success of the characters in dealing with the strange, intriguing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wish spell. It tears free of its stovepipe and charges forward on clawed feet to attack intruders. The stove is a Large construct with a challenge rating of 3 (700 XP). It has AC 17, 50 hit points, a
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Movement and Position On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each
the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. A character’s Speed is determined during character creation. A monster’s Speed is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct the distance of each part of your move
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
in the Monster Manual) has a challenge rating of 8 (3,900 XP). IRON TOKEN
An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin
the token and not the noise around it.
A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
save, or half as much damage on a successful one.
Aurnozci’s Lair Aurnozci’s lair is a layer of the Abyss called Xulregg. See below for details about this realm. The challenge rating of Aurnozci is 23
300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is difficult terrain
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, each dragon head has blindsight out to a range of 30 feet and is blind beyond that distance. On initiative count 20, the black dragon head exhales a glob of acid while the red dragon exhales a fiery
at their accomplishments. C16. Reflection Room Daybeds piled high with pillows stand in the corners of this spacious, comfortable-looking room.
This is the manor’s quiet room, where faculty go to
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
happily sunning itself on the rock’s surface. Time and distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and those that exist are as likely to change as the land around
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
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
longer has its sleep, petrification, disintegration, or death rays. The beholder’s adjusted challenge rating is 9 (5,000 XP). Ghazrim and Lorthuun both serve the Zhentarim, but they rarely see eye to
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
minor elementals offers four options. Here are the first two: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower The design intent for options like these is that
challenge rating of 1 or lower. A spellcaster can certainly express a preference for what creatures shows up, but it’s up to the DM to determine if they do. The DM will often choose creatures that are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mutations on this table might increase a creature’s challenge rating by 1 or 2. Use the guidelines in chapter 9 of the Dungeon Master’s Guide to determine whether its challenge rating should increase and
melee attack while within 5 feet of it takes 5 (1d10) damage of that type. You can adjust these damage numbers to suit the creature’s challenge rating. 4 The creature has the Magic Resistance trait: it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s
through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can’t go around corners, but creative dungeon
try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops






