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Returning 35 results for 'distance instincts are buildings'.
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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.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might
Monsters
Princes of the Apocalypse
tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
place feels like a graveyard, where battle and the sands of time destroyed a city and its population. It’s eerily silent except for the hissing of the sandstorm in the distance. Despite the silence, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tightly packed buildings of wood and stone are piled atop one another, creating three levels: a lower level (often called the street level), a middle level, and an upper level. Unnamed thoroughfares
on darkvision to see. Flameskulls are often mistaken from a distance for bobbing torches as they drift through town. View Player Version The town has no general store, and some merchandise that is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Grasslands of Oreskos Unspoiled by roads or buildings, Oreskos is a land of striking natural beauty, where the plains and sky appear to go on forever. Craggy stone formations and ancient ruins dot
. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin
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->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->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->Hoard of the Dragon Queen
, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark, winged shape wheeling low over the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark, winged shape wheeling low over the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
town appears in the distance.
Suddenly, from the clear sky crackles a bolt of lightning followed by a thunderous screech. Above the town circles a mighty draconic form—an iridescent creature wreathed
(see the end of this adventure)—attacks. The attack is swift; the creature strafes the town, vanishes among the buildings for an instant, then soars away to the northwest. No matter what methods the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
are within range, they throw javelins at any visible targets. The next round, they charge to close the distance and attack with melee weapons. After two or three rounds, the orcs retreat. The orcs
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
murky cove from which they take their name. Though islanders mostly keep to themselves, their homes are visible from quite a distance, perched as they are on stilts to protect from floods. Each is painted
of the region’s primary gods. Promise Promise is a town situated where the soil of the Ribbon meets the Nightwater Cove coast. Its paved streets and colorful two-story buildings are home to Covenant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Pyramid Temple In a typical yuan-ti city, one of the busiest and most prominent buildings is the temple complex that houses yuan-ti and their followers while it provides facilities for worship
staircases offer access to the next level up. Abomination Level The yuan-ti at the top of the social hierarchy reside in the most insulted level of the pyramid, within quick striking distance of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others
a good distance, seemingly unharmed by the cataclysm that produced the damage around them. Indeed, because of their pristine condition, some folk conjecture that these towers must have been built
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx’s vibrant colors and lights, and that without
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
found in deep forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2. Walled Compound Smoke drifts lazily from a walled compound. The gate lies in splinters, and scorch marks deface the buildings. Near the center of the compound is a plaza littered with charred
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->Acquisitions Incorporated
below. Read or paraphrase the following to set the scene: This modest-sized town is comprised of some fifty buildings, most of which show signs of regular upkeep. Farms and an apple orchard mark the
distance to them — along with a steady chorus of cheers, boos, and shouts — obscures what’s being said.
Rising from a small hill overlooking the town is an old manor house — or at least it was an
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->Dragonlance: Shadow of the Dragon Queen
the following text: Waves crash against jagged rocks along the shore. Beyond, red-hued canyons carve their way through a harsh landscape. In the distance, mountainous crags and strange formations jut
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
destination onto the proper arrow of the signpost and indicates its distance from Waterdeep in miles. Folk are thereby sent out of the harbor or the appropriate gate leading north, east, or south, depending on
Amendsfarm) where those convicted of minor offenses work off their debt to the city. Many gnomes and halflings live in this region, and most buildings are built to reflect their stature. Two noble
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
By the lift’s interior light, you can see into a vast, unlit cavern strewn with broken stonework from ancient buildings as far as you can see in every direction. The air is stale, and filled with
stares in to the middle distance. Any character trained in Medicine knows that the boy needs proper food and water, rest, and his father. Using any sort of healing magic on the boy rouses him almost
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each
jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city’s buildings are just
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
listeners want to hear it. His symbol is a monstrous eye, or a crystal ball filled with eyes. Savras’s temple is one of the oldest, grandest buildings in the city. The tiled roof of its great dome
of Sune is reachable only by an elevated causeway from Temple Hill or by boat. Steep steps wind up the cliff from the temple’s small harbor. When seen from a distance, the temple’s roof seems to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sinister site. The overall sense of the place — as evidenced in the alien geometries of its buildings and its exposed technology — should be one of a brooding, otherworldly environ where nothing
originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or fortified structures. Magnetic disturbances within 10 miles of Ogrémoch prevent
compasses from functioning there. Hidden sinkholes and fissures form within 1 mile of Ogrémoch’s location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sinister site. The overall sense of the place — as evidenced in the alien geometries of its buildings and its exposed technology — should be one of a brooding, otherworldly environ where nothing
originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Aurilssbarg are paved with logs laid side by side, and its buildings are low wooden structures whose pitched roofs are covered in sod. The heart of Aurilssbarg is Green Hall, a spacious tavern with a lengthy
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->Dragonlance: Shadow of the Dragon Queen
the following: Ahead, the water deepens into a broad pond broken by the rooflines of submerged buildings. An embankment rising just above the water is covered in a cluster of violet-leafed trees. The
killed by Duskwalker—but from this distance, characters can tell only that the soldiers are motionless, not that they’re dead. P2: Wooded Berm The trees here stand shoulder to shoulder, forming a violet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to the high, tilted saddle, waving their arms and commanding imaginary armies into battle. Within spitting distance of the statue is the Stag-Horned Flagon, a cozy tavern run by an gray-haired, middle
ramshackle, frequently rebuilt wooden towers and buildings. Its structures now entirely cloak a hill that overlooks the village of Womford across the Dessarin River. A long wooden bridge, wide enough for a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
8 Spouts of hellfire
9 Vrock philosophy
10 Zombie horde
Collapsed Building A quake rocks the city, and a building collapses in the distance. The characters hear cries for help
same kind of damage that would be caused by an earthquake on the Material Plane: loose objects fall, buildings are damaged, cracks form in the ground and the streets, and creatures fall prone.
When






