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Returning 35 results for 'contrast feet'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"", "rollDamageType":"slashing"} slashing damage.
Fell Glare. The rider gazes at a creature within 30 feet of itself
called lich-knights or fell horsemen.
In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in numberâunless many more lurk in the dark
Monsters
Phandelver and Below: The Shattered Obelisk
Virulent Breath. Noxious gas from the mutateâs digestion of previous meals spews from its mouth. At the start of the mutateâs turn, each creature within 5 feet of it must succeed on a DC
exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides
Monsters
Mythic Odysseys of Theros
, crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
":"Storm of Crows"}. The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1
Monsters
Fizban's Treasury of Dragons
the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26
mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
The Book of Many Things
"}. Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other
ât provoke opportunity attack;opportunity attacks. When Malaxxix moves within 5 feet of a creature during this movement, that creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
like elves, and to elves, they look human. In height, theyâre on par with both parents, though theyâre neither as slender as elves nor as broad as humans. They range from under 5 feet to
about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
his or her appearance. A male gnomeâs beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnomeâs clothing, though usually
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Vibrant Expression A gnomeâs energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or
expressing the gnomeâs insatiable interest in everything around. A gnomeâs personality is writ large in his or her appearance. A male gnomeâs beard, in contrast to his wild hair, is kept carefully trimmed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Blue Holes A blue hole is a circular sinkhole that forms on the bed of the sea in shallow water. The deep blue water of the hole creates a stark contrast with the lighter color of the shallow water
that surrounds it. Blue holes have diameters of 1d10 Ă 100 feet and are 1d10 Ă 100 feet deep. Blue holes are filled with secrets. Many blue holes hide monsters or treasure, as shown on the Hiding in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Wisps of white smoke or steam rise from the peak, in contrast to the black wildfire smoke hanging over the valleys to the south.
The characters face one significant obstacle on their ascent up the
group check, succeeding as a group if at least half of them succeed on the check. Each character who fails the checkâor every character, in the case of a failed group checkâfalls 60 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vibrant Expression A gnomeâs energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown
expressing the gnomeâs insatiable interest in everything around. A gnomeâs personality is writ large in his or her appearance. A male gnomeâs beard, in contrast to his wild hair, is kept carefully trimmed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend
15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
a mount, using the following rules. Mounting and Dismounting During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half
your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Halflings Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes â if they think of them at all â as clever and shy. Halflings, in contrast, have the reputation of
travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
advantage on an attack roll against a creature if at least one of the kruthikâs allies is within 5 feet of the creature and the ally isnât incapacitated.
Tunneler. The kruthik can burrow through solid rock
hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
few dozen feet, and the battering winds make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. Plane of Ice The Plane of Ice, also called
fundamentally similar to places found on the Material Planeâthe place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(see chapter 7). The village has a few dozen houses and a small square, with buildings that include a tavern, a stable, and a shrine. In contrast to this rustic burg stands a mighty ice castle half
hidden in a fog-shrouded ravine: walls stand forty feet high, huge narrow towers loom upward â one of blue ice, one crumbling â and all of it is built to a scale for giants. Wisps of fog hide much of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moving Around Other Creatures You can move through a nonhostile creatureâs space. In contrast, you can move through a hostile creatureâs space only if the creature is at least two sizes larger or
. Gargantuan 20 by 20 ft. or larger Space A creatureâs space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isnât
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reckons to be five hundred feet in diameter and is separated from the shoreline by a span of about two hundred feet.
The guards who are rowing or sailing the keelboat wonât come anywhere within
several hundred feet of the island. They prefer to drop off the characters (in their rowboats) on the eastern edge of the area, but if the characters ask, they will sail around the south side of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that
. Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Otyugh Mutate Rising from piles of carrion and filth exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent
. Noxious gas from the mutateâs digestion of previous meals spews from its mouth. At the start of the mutateâs turn, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Deep Gnomes (Svirfneblin) Also known as svirfneblin, the deep gnomes of the Underdark are a stark contrast to their surface kin, dour and serious compared to the cheerful and generally optimistic
. Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. Extra Language. You can speak, read, and write Undercommon. DEEP
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
feet away with a polearm (which has a reach of 10 feet), instead of 5 feet away? Would you still be able to use Sneak Attack? The 5-foot limitation in Sneak Attack is unaffected by the reach of a weapon
, but using a magic item doesnât fall under Use an Object, as explained in the Dungeon Masterâs Guide (see "Activating an Item"). In contrast, using a nonmagical item, such as a healerâs kit, is in
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
through the remotest parts of the wilds. They are sometimes called lich-knights or fell horsemen. In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are
creature within 30 feet of itself. The creature must succeed on a DC 13 Wisdom saving throw or have the frightened condition for 1 minute. The frightened creature can repeat the saving throw at the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(see chapter 7). The village has a few dozen houses and a small square, with buildings that include a tavern, a stable, and a shrine. In contrast to this rustic burg stands a mighty ice castle half
hidden in a fog-shrouded ravine: walls stand forty feet high, huge narrow towers loom upwardâone of blue ice, one crumblingâand all of it is built to a scale for giants. Wisps of fog hide much of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Entrance Above the doors is written an inscription in Old Omuan: âUnkh urges us to contrast all options before acting.â Unkhâs priests were contemplative but prone to indecision. Their message is a clue
clubs. Along the walls, six iron keys hang in small niches above stone plinths. Behind the statue, a carved pedestal in a wide alcove has a keyhole set into its base.
The statue is 9 feet tall and
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
. Since Lady Ulnock dealt 13 points of overkill damageâmore than the hit point maximum of two additional minionsâshe can choose up to three additional goblin minions within 5 feet of her (the reach of her
longsword attack) and reduce them to 0 hit points. If there are no other goblin minions within 5 feet of Lady Ulnock, she canât damage additional minions with this attack.
Ranged Overkill Attacks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, while two hundred mortal servants prostrated at its feet are proof that it is lord and master. Many treat their servants as valued members of their households. Evil genies freely threaten and abuse
their thralls, but never to the extent that they can no longer work. In contrast to their love of servants, most genies loathe being bound to service themselves. A genie obeys the will of another only
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
who regards any opportunity to inflict misery on others as worthwhile. When Malaxxix deigns to speak with others, the fiend displays grandiloquent diction and a pompous demeanorâa stark contrast to the
. Only one creature can be restrained by the whip at a time.
Mezzoloth Vortex (Recharge 5â6). Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Tabernacle, and the Great Forge is several hundred feet below it and a half mile to the south. Slumber of Ancients The lowest level of the Iron Tabernacle is a seemingly endless collection of crypts
upon the characters to be on their guard, or to take guards with them, if they visit. From time to time, the sound of combat rings through the tabernacle hallways, a contrast to the chanting voices of






