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Returning 35 results for 'distance inside are borders'.
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Monsters
Bigby Presents: Glory of the Giants
. Primeval wardens who patrol the borders of firbolg communities are fierce hunters who guard against external threats and incursions.
Firbolgs
Distant cousins of giants, the first firbolgs wandered the
primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Ages later, that magic still thrums inside firbolgs.
Firbolgs are often drawn to
Monsters
Bigby Presents: Glory of the Giants
damage at the start of each of the scion’s turns.
The scion’s stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it
entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (5/Day). If the refraction fails a saving throw, it can choose to succeed instead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature’s brain. Once inside the brain, the worm kills its host and
Monsters
Spelljammer: Adventures in Space
difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual
spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand
Monsters
Bigby Presents: Glory of the Giants
massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours
everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance.
Regional Effects
The region
Monsters
Mordenkainen Presents: Monsters of the Multiverse
more than once per turn. The seer takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Out-of-Phase Movement", "rollDamageType":"force"} force damage if it ends its turn inside an
);{"diceNotation":"5d10", "rollType":"damage", "rollAction":"Psychic Orb", "rollDamageType":"psychic"} psychic damage.
Collapse Distance (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Tales from the Yawning Portal
each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also
an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
Lair Actions
When fighting inside its lair
Monsters
Candlekeep Mysteries
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an object.
Legendary Resistance (3/Day). If
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
Demogorgon
Legacy
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Monsters
Out of the Abyss
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
strike first to stop them!”
21–40
“There is only one solution to my problems: kill them all!”
41–60
“There is more than one mind inside my head.&rdquo
Equipment
inside the dry pods and then blast out in a peppering of seeds that scatter them a great distance. Rattle shoot plants are found mainly in the Gale Fields in the center of the island.
Star Spawn Seer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollAction":"Out","rollDamageType":"force"} force damage if it ends its turn inside an object.Multiattack. The seer makes two comet staff attacks or uses Psychic Orb twice.
Comet Staff. Melee Weapon Attack
target. Hit: 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Orb","rollDamageType":"psychic"} psychic damage.
Collapse Distance (Recharge 6);{"diceNotation":"1d6","rollType
Neothelid
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
turns.
If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all
Teleport
Legacy
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Spells
Basic Rules (2014)
you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be
you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the
Species
Van Richten’s Guide to Ravenloft
others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who
to share their hunger.
3
You survived being attacked by a vampire but were forever changed.
4
A parasite lives inside you. You indulge its hunger.
5
Tragedy interrupted your
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken
creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.
Inside its lair, a ki-rin has the power to conjure objects up to three
Aboleth
Legacy
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Monsters
Basic Rules (2014)
target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target
most of its existence underwater, surfacing occasionally to treat with visitors or worshipers.
Lair Actions
When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions
Spells
The Book of Many Things
. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet shunted.
Actions
Multiattack. The spirit makes a number of Reaping
target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
Actions
When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
in I’Cath, she used the Nightingale Bell to revive her four daughters, who had been murdered in the uprising against her. The bell created two sets of interpretations of her daughters. The set inside
waking world hold the key to undermining Tsien Chiang’s hold over the city’s dreams. Closing the Borders. I’Cath is surrounded by walls and by the Mists beyond that. Chiang believes everyone in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
successful DC 15 Strength (Athletics) check. Once inside the Scab, Lulu can sense the distance and direction of the Bleeding Citadel’s entrance (area S14), and guide the characters toward it.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
position themselves about 30 feet inside the cave and stay near the walls and the column, so that while they aren’t hidden, they aren’t conspicuous, either. Characters who observe the cave from a distance
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
position themselves about 30 feet inside the cave and stay near the walls and the column, so that while they aren’t hidden, they aren’t conspicuous, either. Characters who observe the cave from a distance
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
wizard. His favorite—or least disappointing—apprentices include the masked wizard Yhal the Skygazer, shadow-cloaked Ruzelo, and the daring genius Eleni. Inside the Experiment. Hazlik realizes that
surveillance are detailed in “The Eye of Hazlik” later in this domain description. Closing the Borders. Hazlik can open and close the borders of his domain at will, as detailed in “The Mists” at the start of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
automatically from inside the tunnel.
If the characters watch to see how the battle plays out between the troglodytes and the troll, assume that one troglodyte dies each round, while the troll’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
borders, boundaries, and that which is “neither.” Those who undertake journeys, especially dangerous ones, often drop a coin into a fountain or a body of water in apotropaic acknowledgment of the River
Guide. Bridges and borders are also places where Athreos is commonly remembered, with many such sites being marked by motifs of rivers or spirits. Additionally, phenomena that are neither one thing nor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
everyone: The dream is as vivid as anything you remember from your actual life. You feel the sweltering sun beating down as you take shelter in the shadow of a tumbledown tower. In the distance, a vast
army is on the march across mud-churned farm fields. The need to hide from that force overwhelms you, and you quickly retreat inside the tower.
Inside the tower’s half-ruined walls, you discover a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
oyster has a 1 percent chance of having a giant 5,000 gp pearl inside) 5 Underwater steam vent (25 percent chance that the vent is a portal to the Elemental Plane of Fire) 6 Sunken ruin (uninhabited) 7
at a depth greater than 200 feet counts as 4 hours. Underwater Visibility Visibility underwater depends on water clarity and the available light. Use the Underwater Encounter Distance table to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
distance from the Cairn Road is a makeshift camp in front of a cave entrance. Four surly humans sharpen their blades around the fire. Nearby is a wagon with a wooden cage atop it. Inside the cage, a black
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be
) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be
) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of






