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Returning 28 results for 'distance inner are breadth'.
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Monsters
The Wild Beyond the Witchlight
, ready to pick off targets from a safe distance.
These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make
life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams.
Monsters
Eberron: Rising from the Last War
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
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->Dungeon Master’s Guide (2014)
throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild
Swirling mix of colors Traveling through the Deep Ethereal to journey from one plane to another is unlike physical travel. Distance is meaningless, so although travelers feel as if they can move by a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild, or the Shadowfell. The color of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
countless mortals. He was whirling along above Avernus, uppermost of the Nine Hells.
— Ed Greenwood, Elminster in Hell
If the Inner Planes are the raw matter and energy that makes up the multiverse
their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Outer Planes If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages
Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. Distance is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey
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->Ghosts of Saltmarsh
of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the
their den. The Well A character who makes a successful DC 12 Wisdom (Perception) check while viewing the well from a distance notices a cluster of small mammal remains in the tall grass around the well
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
or other powerful forces that dwell on the plane, which can remake the realm completely, erasing and rebuilding existence to better fulfill those forces’ needs. Distance is a virtually meaningless
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
use such defenses to protect its inner sanctum, allowing it to roam freely through the area while hostiles must dodge or overcome multiple obstacles. Unless its opponents are concealed by fog
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
southeast pool connects this area to the inner cave (area D3). Treasure. The derro apprentice carries a decorative silver dagger with an ivory handle, worth 50 gp, along with a belt pouch containing 20
gp. D3: Inner Cave A pool lies at the north end of this natural cavern. On the cavern’s east wall, a rough-hewn tunnel opens five feet above ground level. Sounds of digging emanate from the tunnel
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.
Annis Hag
Large fey, chaotic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blood oath to protect its secret location. Any ship that sails within visual distance of the anchorage is attacked and chased, if necessary. The Brazen Pegasus (see “Harbor Ward") has a good chance to
where to look. An alert lookout spots the structures and docked ship inside the cave automatically if passing within a half-mile of shore. At a distance up to 2 miles, a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fungal grove. A central mound seems to be the only dry spot in sight, though a small cliff rises above the cavern floor far across the clearing, with giant mushrooms visible in the distance
. Bioluminescent fungi trace strange constellations along the cavern’s ceiling and walls, showing the darkness of the ravine and a mist-shrouded smaller cavern beyond.
Inner Circle The central mound is the base
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself. As a practitioner of the
manipulation that enabled her to escape a life of servitude serves her well as the head of a growing cult. For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge
.
Investigating. Viewed in white light, the circular tile is red. A detect magic spell can reveal that the tile and statue give off an aura of transmutation. The runes on the tile’s inner edge read, in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lizards graze warily on the mushrooms.
The three giant lizards pose no threat to the characters. As they graze, the lizards nervously eye anyone who approaches them and keep their distance. If a
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
, a ring of onlookers keeps a wary distance from a massive, scaled devil and a fiery demon playing a game of cards. Thousands of stars in the night sky bear red or green nimbuses.
Tiefling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
inner compartment holds a carved indentation of a holy symbol of St. Cuthbert and a coiled iron cobra that attacks any creature not wearing a symbol of St. Cuthbert. When a creature places the symbol
Xendros, he sends two glabrezus to attack the characters while they rest. Wizards. When the characters approach the wreck, they notice a keelboat, the Bat Guano, anchored in the distance. The boat
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
continues south a short distance past the ruin before ending in an overgrown field.
The thicket east of this ruin is crawling with eight twig blights. Any disturbance in the ruined farmhouse (for
south is a ruined building that might have been a store or workshop. Webs stretch across the lane, from the building to the trees on the north side of the road.
Two giant spiders hide on the inner walls
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. The sound of roaring water echoes from downstream. A short distance beyond the bridge, the river becomes a waterfall, plummeting 300 feet into an Underdark lake. The lake and the creatures that
the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gargoyles spans the west river flowing from the lake. The sound of roaring water echoes from downstream. A short distance beyond the bridge, the river becomes a waterfall, plummeting 300 feet into an
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
inner visions known only to the Lord of Eyes. It’s rumored that anyone who sits on the citadel’s throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in
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 actual locations
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a circular, windowless room that contains a permanent teleportation circle, which high-ranking Harpers use to enter and leave the tower unseen (see the “Inner Circles” section at the end of this
. Once they finish, the giants move on to the next ruined homestead they find. The giants are too distracted to notice anyone watching them from a distance. If the characters confront the giants or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
illustrates the great age of this dungeon. To the north, a long gallery leads to an arrow slit in the western wall. To the south, piles of rubble choke a small inner chamber. Half a dozen plain bedrolls and an
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them, but the Dissonant Psyche is master of them all. Treasure. A robe in the armoire has two identical-looking potions in an inner pocket. One is a potion of growth and the other is a potion of
Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s






