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Returning 15 results for 'distance instincts are brazier'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Spider Climb. The steeder can
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Spider Climb. The steeder can
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. Tiger. While raging, you can add 10 feet to your long jump distance and 3
feet to your high jump distance. The spirit of the tiger empowers your leaps. Aspect of the Beast These options are available to you when you choose a totem animal at 6th level. Elk. Whether mounted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
beast’s predatory instincts. Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey
climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts. Rather than spinning webs, steeders excrete a viscous substance
, Stealth +7
Senses darkvision 120 ft., passive Perception 14
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blind beyond this distance. It has the following action options: Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Belch Fire (Recharge 4–6). The stove
of straw (water breathing) 19b. Inanimate Objects Scattered about this room are inanimate objects that Arcturia animates using the animate objects spell: A brass brazier set atop a 3-foot-high
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, while herds of bison, gazelle, and goats wander the surrounding plains. In the distance, rock formations encircle a broad crater.
The crater at the center of Heart Delta is called the Hollow. Here
Faunel where sapient animals overcome their instincts and live communally. If the characters converse with her, she shares the following information: She’s saddened to hear about Oka’s death but
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
happily sunning itself on the rock’s surface. Time and distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and those that exist are as likely to change as the land around
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: A frantic gnoll is picking up papers from the floor to throw into a burning brazier at the center of the room. Beyond the brazier, Sergeant Vilroy is bound at the hands and feet with rope, lying
(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->Princes of the Apocalypse
Plunge The waterfall here can be heard from quite a distance. The roar of falling water fills this cavern. A stream flows from a passage to the south and spills over the edge of a forty-foot-wide pit
(150 gp), and a mummified human head. F14. Zegdar’s Lair This cavern is festooned with dozens of burned human hands and reptilian claws fixed to the walls with iron nails. An iron brazier in the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
. While the characters keep their distance, the guardian doesn’t move. If a creature hasn’t observed the guardian moving or acting, that creature must succeed at a DC 15 Intelligence (Investigation
before dispersing. Equipment the creature is wearing or carrying isn’t turned to ash. The cloud doesn’t obscure vision.
Braziers. As an action, a creature can kick over a brazier, causing scorching ash
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
darkness. The water moves sluggishly, indicating a weak current. Torchlight flickers in the distance.
Torches positioned near the bridges at areas C6, area C15, and area C24 provide illumination
fanged maws. This room is filled with a rank reptilian smell and cluttered with tattered animal hides and dank straw. A battered iron brazier brimming with hot embers glows in the middle of the room. Half
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
was over, the ogre wandered away. However, she decided to stick around the area to enjoy her proximity to lots of tasty livestock, even as she keeps her distance from anyone who might pester her. In
has spotted Stuuzant, as the ogre has good instincts for avoiding trouble. She keeps moving, hiding until the time is right to strike. When she attacks livestock, she does so when no one can see her
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
up and tortured here. None are here now. 14. Assembly Hall, Upper Level Wide iron gantries extend a short distance into a vast chamber. Two lit braziers illuminate the western gantry, which has iron
of the stairs, close to another lit brazier, is an iron portcullis. Beyond the portcullis is a dark hallway that leads to area 23. Development Characters can move quietly onto or along the gantries
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
holding a crystal bowl filled with a rainbow of gems, and a silver tripod brazier emitting a curling trail of sweet incense. Above it all, an ornate lantern set with gemstone lenses hangs from a gold






