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Returning 35 results for 'distance insane are blocks'.
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Spells
Basic Rules (2014)
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
twisted by the oblex’s foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex. Oblex
)
Saving Throws Int +4, Cha +2
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance),
passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs
inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
10. Cultist Pens The insane derro cultists have been buying cave bears from Underdark hunters and smuggling them through Gracklstugh. For what purpose is anyone’s guess. A large gate made of iron
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
Actions
it.Grappled Condition. Successfully grappling a creature gives it the Grappled condition.One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects
escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spectators. If you haven’t been tracking the distance between the doppelganger and the characters, assume the characters are 120 feet away from their quarry at the start of the chase if Willifort is
on the Urban Chase Complications table on its turn. Crowded Street If Willifort flees in a hire-coach, his getaway is thwarted on the third round of the chase when a large crowd blocks the road
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Carapace Ridge This battlefield, including the ridge where the characters arrive, is presented on map 10.1. Distance is difficult to judge on Pandemonium; the physical distance between the locations
spyder-fiend combatants of the battle linger near the characters: a quavilithku spyder-fiend and three kakkuu spyder-fiends (stat blocks for both appear in appendix A). They’re busily hollowing out the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
, which recently killed one of them with a blow from its war pick. They ignore characters who keep a respectful distance. A character who studies the fungus and succeeds on a DC 10 Intelligence (Nature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, see area 15 in chapter 10 for modifications to her statistics. The storm giants ride whales to the Whalebones. At the islands, they mount rocs and fly the remaining distance to Anauroch. Once they
your control. You can have your players run the other storm giants if you prefer (and if they would enjoy doing so). Photocopy the storm giant stat blocks at the end of this chapter and distribute them
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman soldiers near the characters (see appendix B for both stat blocks). 2 Four Kalaman soldiers turn on their commander—in truth, these are four sivak draconians (see appendix B) disguised using
ballistae nearby. In the distance, a flight of Dragon Army dragonnels sweeps toward the city walls.
Four Dragon Army dragonnels carry a total of eight bozak draconians (see appendix B for both stat
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a valley, they see the following: The woods give way to a ledge overlooking a shallow valley. In the distance, dozens of low fires illuminate hundreds of red tents. Among them move patrols of shadowy
draconians and two Dragon Army soldiers draws near (see appendix B for both stat blocks). The draconians are hooded and look like Humanoid soldiers from afar, but a character who engages in melee combat
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
beast is a dangerous predator such as a bear, tiger, or wolf, it keeps its distance from the adventuring party so as not to provoke the characters into attacking it. If it is harmed, the awakened
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to watch the area beyond
hunt. The light of a torch or lantern helps a character see over a short distance, but other creatures can see that light source from far away. Bright light in an environment of total darkness can be
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
warriors and a lawful neutral astral elf honor guard named Corelleth (see Boo’s Astral Menagerie for their stat blocks), all of whom are loyal to Princess Xedalli: Stepping onto a landing, you are met by
Citadel If the characters arrive at the citadel in their own ship, they can tell from a distance that the imperial docks are guarded, but the common docks are not. Landing at the Common Docks If they land
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hundred feet of the tower (see map 3.14), add: A large boulder blocks the tower’s ground-floor entrance, and a horrible noise comes from within — a deep, guttural, dirge pouring from the lips of something
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are surprised at the beginning of combat. The Xaryxian Armada The enemy armada
. The armada’s flagship, the Xaryxia, also carries an astral elf commander named Vael, who commands the entire fleet. See Boo’s Astral Menagerie for the astral elves’ stat blocks. When the two fleets
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the horrific rites he perfected. Kyuss has a lot to answer for. Sometimes you eat the worm — and sometimes the worm eats you.
— Volo
Plague of Worms. From a distance or in poor light, a spawn of
imprisoned in an undead body drives a spawn of Kyuss insane. Corruption Without End. Spawn of Kyuss are expressions of Orcus’s intent to replace all life with undeath. Left to its own devices, a solitary
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
south bank of the river. On the north side of the bridge, a ledge continues to the east.
If the characters go north and cross the bridge, read: After a short distance, the ledge leading east bends to
the south, and a second bridge surmounts the river.
The western bridge is safe, but the bridge to the east is not. It has settled considerably, some of its stone blocks leaning precariously. Also, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
artifacts and places to dig. 3 1d6 minotaur infiltrators are performing a bloody rite to Baphomet; if there are six, one is their leader, Brusipha (both stat blocks appear in this chapter). If
. The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and direction to the target if it is on the same plane of existence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Cathedral of Helm, took in those who had been touched by the plague or rendered insane by the destruction of Mystra’s Weave. Sadly, as all too often occurs, corruption crept into the settlement, in the
Wanderfoot, an older halfling matron who was an adventurer in her day. The Speakers work closely with the Holy Watcher to see to the proper governance of the hold. A short distance from the town hall
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
edge of this cave, combining into a narrow stream that trickles out the entrance.
Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
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->Spelljammer: Adventures in Space->Light of Xaryxis
outside. Joining them, you see a sinuous, crystalline vine erupting from the ground a few blocks away—tall enough to be seen above the rooftops. Screams of panic rise from the same direction.
A
panicked citizens before them, while the enormous vine in the distance stretches ever taller.
The friendly sailor, Elaina Sartell, is described later in the chapter. She flees at once, leaving the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Boo’s Astral Menagerie for the astral elf and plasmoid stat blocks). The Dark Star Ship-to-Ship Battle See chapter 2 of the Astral Adventurer’s Guide for rules on ship-to-ship engagements. Captain
Star’s opportunity to fire on the Moondancer. It then takes another minute for the two ships to come within boarding distance. Dealing with the Dark Star Once the ships are close enough, the three astral
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
must make a DC 15 Strength saving throw. On a failed save, the creature is swept 60 feet downriver; on a successful save, the distance is halved to 30 feet. The river flows just as strongly through
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
) check, a character perceives a section of the wall rattling in the wind, discovering a wooden door that was hidden behind a pile of rocks. H2: Teocín’s Quarters A makeshift wooden door blocks the
4.1 falls 30 feet into area H3 and takes 10 (3d6) bludgeoning damage. The glyph’s effects can be avoided by opening the door from a distance, which prevents the spell from being triggered. Once the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
at them (and they at her). The dragon is quite insane, and she wears a saddle to which is strapped the dead, withered corpse of a wizard she once regarded as a great friend. Arveiaturace occasionally
roofs that are covered with turf to resist burning. The homes are half-buried in the ground and from a distance can be easily mistaken for small grassy knolls. The hills north of Jalanthar are riddled
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) anxiously searching for the lost goats it tends for a frost giant tribe
7 1 frost giant (attitude: 1d8 + 1) building a wind shelter from ice blocks
8 1 frost giant ice shaper* (attitude
its outskirts, like wolves keeping a respectful distance from a campfire but unable to stray too far.
—Bigby
You could describe many giant communities the same way: unable to stray from the glory
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
(Acrobatics) check to leap onto the roof of a train car safely. Characters who fail the check take fall prone on the roof of the car and take bludgeoning damage based on the distance fallen (1d6 per 10 feet).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts. (See map 2.11 for a typical Reghed camp configuration.) The Monster Manual has stat blocks
the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk






