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Returning 35 results for 'distance instantly are base'.
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Monsters
Spelljammer: Adventures in Space
damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation
siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive.
Vampirates eat, drink, and
Monsters
Spelljammer: Adventures in Space
. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain’s choice) under the DM’s control.
Heavy Crossbow. Ranged
another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"necrotic"} necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Ray of Cold
short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive.
Vampirates eat, drink, and sleep because they like to, not
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
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
Princes of the Apocalypse
breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count
location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check
Magic Items
The Book of Many Things
object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if
Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools.
Ring. A rare or rarer magic ring appears
Teleport
Legacy
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
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
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the
in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin
Damage
10 ft. away or closer
8 x the number of charges in the staff
11
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin
Damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
before you is filled with a veil of thick vapors. The stones on either side of the base and the keystone protrude slightly from the stones around them. As you move to within touching distance, the left
-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue.
Nothing will cause the vapors to clear, nor will any sort of magic allow sight into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
16. Blow Hole The run-off from the boiling lake cascades down through a series of near-vertical lava-tubes to the base of the blow hole, 800 feet below the level of the dungeon. There the water
strikes molten rock and is instantly converted to steam. It is ejected up the blow hole and out the top of the volcanic cone, forming the continuous geyser of White Plume Mountain. The boiling water here is just as dangerous as the water in area 15.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Rate of Falling The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a
to be properly time-consuming, use the following optional rule. When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next turn, you descend up to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
distance. Once the characters get within 100 miles of the Purple Rocks, they have a base 10 percent chance per day of locating the Morkoth. This chance assumes that the characters are traveling in one
characters to find the Morkoth, ascertain the rough distance from the party’s starting location to the Purple Rocks, then calculate the amount of time it would take the party’s conveyance to travel that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder's point of origin is included in the cylinder's area of effect. Line A line
point's distance from the point of origin. A cone's area of effect specifies its maximum length. A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. Cube
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair.
The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell
with her. A creature in this tomb that speaks the name “Blagothkus” is instantly teleported to the ground floor of area 17.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair. The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell the
with her. A creature in this tomb that speaks the name “Blagothkus” is instantly teleported to the ground floor of area 17.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Azure Sea (p. 27) The following text has been added between the “Pale Prow” and “Dreadnaught” sections. Salted Glade The Salted Glade is a galleon made from the base of a massive, buoyant tree. A
grove of smaller trees grows from its deck, their boughs catching the winds to propel the ship. From a distance, the two treants who serve as the ship’s main artillery are visible moving on deck.
The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the
from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. With Sword in Hand Sword Stand. An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
. The aquarium can be slowly drained by removing a fist-sized plug near the base of the car’s portside wall. As an action, a character within reach of the plug can try to pull it out, doing so with a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
their stronghold, taking full advantage of the treacherous terrain (ice slides, rigging tunnels to collapse on the party, and so forth). They will also make active efforts to locate the characters’ base
below—a distance of some 50 to 150 feet depending on position. Every hour the party moves along the icy terrain, randomly choose one character to make a DC 10 Dexterity (Acrobatics) check. If the check
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
) 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->Spelljammer Academy
, characters can see numerous caves in the Spindle’s base. Sounds. Nothing stirs in the shallow water. In the distance, sea birds call to each other, swooping and diving for food in the deeper waters
tapers at the edge to form a rim. The Spindle is 200 miles across at its base and tapers to a peak 1,000 miles above sea level. Light. The shores of the Spindle are dimly lit. The distant sun provides
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
) 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)
an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random
takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
to physically manipulate them. In this game, the other mascots jovially participate in the stacking contest. The spirit statues offer to serve as each stack’s base. The art elementals, fractals, and
inklings gleefully wait to be piled on the stacks while the pests snack away, oblivious to the game. From a distance, pests look round, squishy, and cuddly. Up close, they’re sharp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
from a distance with her tentacle rod, or cast spells such as poison spray and ray of sickness. If Ilvara loses more than half her hit points, she attempts to summon a yochlol demon. Evening the Odds
priestess’s back is turned. Ilvara instantly turns her attention to eliminating the traitor, distracting her and weakening the drow side if she succeeds. Wanting to deny Ilvara the triumph of recapturing the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. All the sand is stuck in the upper portion of the hourglass, seemingly unable to run down into the bottom. Written in glowing script on the base of the hourglass is a verse in Common.
Two nine-foot
, causing the sand within it to fall to the floor. The magic writing on the base of the hourglass reads as follows: Cast a stone into the fire:
Violet leads to the mountain spire
Orange to the castle’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
human corpses. One of the corpses is being torn apart by a pack of wild dogs.
The Red Wizards seized this compound as their base of operations in Omu, but yuan-ti attacked and nearly wiped them out
stole their enemies’ weapons. Six wild dogs (use jackal statistics) feed on one of the Red Wizards. The dogs pose no threat if the characters keep their distance. Spirit Pole The yuan-ti burned their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the summit of one of its spurs. Before they can follow their quarry up Kelvin’s Cairn, the characters must locate Garret’s base camp at the foot of the mountain. Jarthra Farzassh can lead them there
, since she recommended the location to Garret before his expedition left Caer-Konig. Garret’s sled dog can also lead characters straight to the base camp. Without help of any sort, the characters can






