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Returning 34 results for 'closest walk recording'.
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closest wall reporting
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest to the
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
buildings should be condemned. The closest thing this district has to law is the Boromar Clan… and now they’re being challenged by the monsters of Daask. Every day there’s the chance that a war will
break out on the streets. A Callestan campaign combines gritty dark fantasy with the classic Western. Callestan is effectively a frontier town in the middle of Sharn. The law is what you make it and brigands walk the streets. But it offers freedoms and opportunities you won’t find in the towers above!
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
buildings should be condemned. The closest thing this district has to law is the Boromar Clan… and now they’re being challenged by the monsters of Daask. Every day there’s the chance that a war will
break out on the streets. A Callestan campaign combines gritty dark fantasy with the classic Western. Callestan is effectively a frontier town in the middle of Sharn. The law is what you make it and brigands walk the streets. But it offers freedoms and opportunities you won’t find in the towers above!
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
passes through the gate appears in area 8 on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
passes through the gate appears in area 8 on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
considering the late hour, the walk across campus is unusually quiet. But as you round a corner, a flickering magical lantern illuminates several bewildered students standing in the path.
These three
sick students at Kollema Hall. The students attack whichever non-cursed creature is closest to them, and they can’t be calmed. During the battle, the delirious students scream things like “No! You
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
considering the late hour, the walk across campus is unusually quiet. But as you round a corner, a flickering magical lantern illuminates several bewildered students standing in the path.
These three
sick students at Kollema Hall. The students attack whichever non-cursed creature is closest to them, and they can’t be calmed. During the battle, the delirious students scream things like “No! You
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, and elementals — that work to preserve life and the order of the planes. You can’t walk to the horizon, because it keeps on getting farther away. Boom! Did I just blow your mind?
I did, didn’t I
teleportation circle Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, and elementals — that work to preserve life and the order of the planes. You can’t walk to the horizon, because it keeps on getting farther away. Boom! Did I just blow your mind?
I did, didn’t I
teleportation circle Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Stickiest Crate A trail of smooth stones just large enough for a person to walk on extends fifty feet between two large landmasses. Just off the center of the trail rests a sealed metal crate in the muck
of snapping trees and guttural, sibilant rasping. A moment later, a cacophonous, multi-throated roar erupts.
The hydra enters from the northeast corner of the map, closest to area D6, and starts
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Stickiest Crate A trail of smooth stones just large enough for a person to walk on extends fifty feet between two large landmasses. Just off the center of the trail rests a sealed metal crate in the muck
of snapping trees and guttural, sibilant rasping. A moment later, a cacophonous, multi-throated roar erupts.
The hydra enters from the northeast corner of the map, closest to area D6, and starts
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from Atagua. The eggs are easily broken; each has AC 10, 5 hit points, and immunity to poison damage. If they’re destroyed, the energy within dissipates, leaving the closest creature with a fleeting
pod are destroyed instantly. Maw. A gap lined with dull mandibles opens into area D5. The tiny mouth-parts twitch occasionally but are harmless. D5: Mandible Walk Massive mandibles extend from the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from Atagua. The eggs are easily broken; each has AC 10, 5 hit points, and immunity to poison damage. If they’re destroyed, the energy within dissipates, leaving the closest creature with a fleeting
pod are destroyed instantly. Maw. A gap lined with dull mandibles opens into area D5. The tiny mouth-parts twitch occasionally but are harmless. D5: Mandible Walk Massive mandibles extend from the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk
Legendary Actions
The ki-rin can take 3 legendary actions, choosing
spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-rin can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance
3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-rin can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance
3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk
Legendary Actions
The ki-rin can take 3 legendary actions, choosing
spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
attempt to detain the characters with their pincered polearms and walk them to the city courts. Failing that, they try to knock the characters unconscious and place them in shackles. Development
characters accept Farrow’s guidance, Farrow leads them to the closest entrance to Undersigil, a boarded-up archway in the basement of a nearby building. If the characters decline, Farrow tells them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
attempt to detain the characters with their pincered polearms and walk them to the city courts. Failing that, they try to knock the characters unconscious and place them in shackles. Development
characters accept Farrow’s guidance, Farrow leads them to the closest entrance to Undersigil, a boarded-up archway in the basement of a nearby building. If the characters decline, Farrow tells them
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove contains the
symbols using any appropriate recording implements, such as Ink, an Ink Pen, and a sheet of Parchment. Treasure. Challidax’s hoard includes the following treasure: 100 PP, 12,000 SP, and 200,000 CP (total
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, or can enter through the main entrance at area G1 or the unlocked back door into area G3. G1. Walk of Bravery Read the following as the characters approach this area: Carved pillars resembling heroes
closest to the priest quarters (area G5) instead attempts to move to that area and warn Gideon of the intruders. If warned, Gideon quickly moves to area G4 and prepares to defend the chapel, while the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove contains the
symbols using any appropriate recording implements, such as Ink, an Ink Pen, and a sheet of Parchment. Treasure. Challidax’s hoard includes the following treasure: 100 PP, 12,000 SP, and 200,000 CP (total
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, or can enter through the main entrance at area G1 or the unlocked back door into area G3. G1. Walk of Bravery Read the following as the characters approach this area: Carved pillars resembling heroes
closest to the priest quarters (area G5) instead attempts to move to that area and warn Gideon of the intruders. If warned, Gideon quickly moves to area G4 and prepares to defend the chapel, while the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
our devotion to one another. 2 My clan mates who serve in our deity’s temples are the closest companions I’ll ever know. 3 My place in the ordning is ordained by our patron deity, and it would be
giants, is believed to have been born alongside Thrym. Each twin then tried to be the first to cry out, the first to walk, and the first to talk, and they have competed with one another ever since
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
lower yards.
One erinyes is on guard in each of these towers, occasionally leaving the tower to walk the battlements of the adjoining curtain walls. Each erinyes is hostile to anyone attempting to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
lower yards.
One erinyes is on guard in each of these towers, occasionally leaving the tower to walk the battlements of the adjoining curtain walls. Each erinyes is hostile to anyone attempting to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
our devotion to one another. 2 My clan mates who serve in our deity’s temples are the closest companions I’ll ever know. 3 My place in the ordning is ordained by our patron deity, and it would be
giants, is believed to have been born alongside Thrym. Each twin then tried to be the first to cry out, the first to walk, and the first to talk, and they have competed with one another ever since
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
doesn’t have a jail or court. The shop is the closest thing. Harburk employs four trusties, who bunk in the fourth building. The trusties are assistant constables (human guards) who also work for Jalessa as
day’s walk along the Larch Path, then about four miles east into the hills.” If the characters investigate this lead, run “The Last Laugh” encounter in chapter 6. Rumors of Evil. Endrith bought a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
doesn’t have a jail or court. The shop is the closest thing. Harburk employs four trusties, who bunk in the fourth building. The trusties are assistant constables (human guards) who also work for Jalessa as
day’s walk along the Larch Path, then about four miles east into the hills.” If the characters investigate this lead, run “The Last Laugh” encounter in chapter 6. Rumors of Evil. Endrith bought a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
display illusory images of that creature from different time periods. The jar closest to the floor shows the creature in its youth. The jar on the middle tier shows the creature as it is now. The highest
suspect that Zybilna and Iggwilv might be one and the same, since Iggwilv’s passion for the game is well known to Graz’zt and his underlings. P46. Dressing Room This chamber is a walk-in wardrobe
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
display illusory images of that creature from different time periods. The jar closest to the floor shows the creature in its youth. The jar on the middle tier shows the creature as it is now. The highest
suspect that Zybilna and Iggwilv might be one and the same, since Iggwilv’s passion for the game is well known to Graz’zt and his underlings. P46. Dressing Room This chamber is a walk-in wardrobe