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Returning 35 results for 'bands both diffusing contained rain'.
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Magic Items
Princes of the Apocalypse
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
. Unfortunately for the Rockseekers, they aren’t the only ones interested in Wave Echo Cave. A mysterious villain known as the Spider controls a network of bandit gangs and goblin bands in the area, and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
. Unfortunately for the Rockseekers, they aren’t the only ones interested in Wave Echo Cave. A mysterious villain known as the Spider controls a network of bandit gangs and goblin bands in the area, and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
. Unfortunately for the Rockseekers, they aren’t the only ones interested in Wave Echo Cave. A mysterious villain known as the Spider controls a network of bandit gangs and goblin bands in the area, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
“rain cloud balloon” while posing as a merchant. She is actually a burglar working for Bavlorna’s sister, Endelyn Moongrave. Charm has come to Downfall to steal treasure from under Bavlorna’s nose
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
“rain cloud balloon” while posing as a merchant. She is actually a burglar working for Bavlorna’s sister, Endelyn Moongrave. Charm has come to Downfall to steal treasure from under Bavlorna’s nose
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
“rain cloud balloon” while posing as a merchant. She is actually a burglar working for Bavlorna’s sister, Endelyn Moongrave. Charm has come to Downfall to steal treasure from under Bavlorna’s nose
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature down this well, and it is never seen again. Mothwing Grove Mothwing Grove is an eerily quiet forest of stout trees shrouded in mist. The scent of rain hangs heavy in the grove, but rain never
bands of wights. The Rowena. The jagged prow of a half-sunken galleon juts from the heart of the marsh. Scrawled lettering on the ship’s side reveals its name as the Rowena. Wynemar Brack, the Grim
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature down this well, and it is never seen again. Mothwing Grove Mothwing Grove is an eerily quiet forest of stout trees shrouded in mist. The scent of rain hangs heavy in the grove, but rain never
bands of wights. The Rowena. The jagged prow of a half-sunken galleon juts from the heart of the marsh. Scrawled lettering on the ship’s side reveals its name as the Rowena. Wynemar Brack, the Grim
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature down this well, and it is never seen again. Mothwing Grove Mothwing Grove is an eerily quiet forest of stout trees shrouded in mist. The scent of rain hangs heavy in the grove, but rain never
bands of wights. The Rowena. The jagged prow of a half-sunken galleon juts from the heart of the marsh. Scrawled lettering on the ship’s side reveals its name as the Rowena. Wynemar Brack, the Grim
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib
Intelligence (Investigation) check to find. The glyph deals 5d8 thunder damage when triggered. Opening the lid releases four crawling claws that fight until destroyed. Also contained in the chest are various
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib
Intelligence (Investigation) check to find. The glyph deals 5d8 thunder damage when triggered. Opening the lid releases four crawling claws that fight until destroyed. Also contained in the chest are various
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reinforced with brass bands, and an iron tub stained with blood. In the middle of the room is a ghastly wooden crib with a small, angelic child sitting in it. All the furnishings except for the crib
Intelligence (Investigation) check to find. The glyph deals 5d8 thunder damage when triggered. Opening the lid releases four crawling claws that fight until destroyed. Also contained in the chest are various
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
whichever ship is docked commands the anchorage from aboard his ship. The anchorage is sheltered inside a sea cave. It’s damp and echoing, but at least the cave keeps out the daily rain. The pirates
into the ground, and the whole wall is braced up along the inner side with more palm logs. The wall is meant to keep out undead and dinosaurs. The gates are roughly made but reinforced with iron bands
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
whichever ship is docked commands the anchorage from aboard his ship. The anchorage is sheltered inside a sea cave. It’s damp and echoing, but at least the cave keeps out the daily rain. The pirates
into the ground, and the whole wall is braced up along the inner side with more palm logs. The wall is meant to keep out undead and dinosaurs. The gates are roughly made but reinforced with iron bands
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
whichever ship is docked commands the anchorage from aboard his ship. The anchorage is sheltered inside a sea cave. It’s damp and echoing, but at least the cave keeps out the daily rain. The pirates
into the ground, and the whole wall is braced up along the inner side with more palm logs. The wall is meant to keep out undead and dinosaurs. The gates are roughly made but reinforced with iron bands
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the stockade to drain well even in heavy rain. The fort (map 2.7) is garrisoned by Flaming Fist mercenaries. Immense wealth passes through Fort Beluarian — enough to make the nobles and merchants of
during the day, except when heavy rain restricts visibility and allows the possibility of a sneak attack. The western gatehouse walls are 20 feet high, and the parapets are patrolled day and night by six
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the stockade to drain well even in heavy rain. The fort (map 2.7) is garrisoned by Flaming Fist mercenaries. Immense wealth passes through Fort Beluarian — enough to make the nobles and merchants of
during the day, except when heavy rain restricts visibility and allows the possibility of a sneak attack. The western gatehouse walls are 20 feet high, and the parapets are patrolled day and night by six
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the stockade to drain well even in heavy rain. The fort (map 2.7) is garrisoned by Flaming Fist mercenaries. Immense wealth passes through Fort Beluarian — enough to make the nobles and merchants of
during the day, except when heavy rain restricts visibility and allows the possibility of a sneak attack. The western gatehouse walls are 20 feet high, and the parapets are patrolled day and night by six
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decrepit wooden gateway. The gates that sealed this entrance are rotted away; only their rusted iron hinges and reinforcing bands remain. In their place are heaps of human skulls. Picked clean of all
kingdom. Most of the structures were wood and thatch, and they’re now just crumbling compost heaps demolished by rain, wind, and time. A few stone foundations and overgrown ramps poke up through the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decrepit wooden gateway. The gates that sealed this entrance are rotted away; only their rusted iron hinges and reinforcing bands remain. In their place are heaps of human skulls. Picked clean of all
kingdom. Most of the structures were wood and thatch, and they’re now just crumbling compost heaps demolished by rain, wind, and time. A few stone foundations and overgrown ramps poke up through the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decrepit wooden gateway. The gates that sealed this entrance are rotted away; only their rusted iron hinges and reinforcing bands remain. In their place are heaps of human skulls. Picked clean of all
kingdom. Most of the structures were wood and thatch, and they’re now just crumbling compost heaps demolished by rain, wind, and time. A few stone foundations and overgrown ramps poke up through the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
not dressed as water cultists. P18. Wrecks Heavy rain batters what must be a gigantic cavern, its walls and ceiling lost in the driving storm. Even the roar of the waterfalls to the north, west, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
not dressed as water cultists. P18. Wrecks Heavy rain batters what must be a gigantic cavern, its walls and ceiling lost in the driving storm. Even the roar of the waterfalls to the north, west, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
not dressed as water cultists. P18. Wrecks Heavy rain batters what must be a gigantic cavern, its walls and ceiling lost in the driving storm. Even the roar of the waterfalls to the north, west, and
Equipment
and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
pouring glittering rain falls for 1 minute. The area below the cloud becomes heavily obscured. A creature who starts its turn in the area must roll a d6, on the result of a 1 they are struck by
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
above as pouring glittering rain falls for 1 minute. The area below the cloud becomes heavily obscured. A creature who starts its turn in the area must roll a d6, on the result of a 1 they are struck
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
above as pouring glittering rain falls for 1 minute. The area below the cloud becomes heavily obscured. A creature who starts its turn in the area must roll a d6, on the result of a 1 they are struck by
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
as pouring glittering rain falls for 1 minute. The area below the cloud becomes heavily obscured. A creature who starts its turn in the area must roll a d6, on the result of a 1 they are struck by
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
above as pouring glittering rain falls for 1 minute. The area below the cloud becomes heavily obscured. A creature who starts its turn in the area must roll a d6, on the result of a 1 they are struck by
Equipment
well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into
300 feet above as pouring glittering rain falls for 1 minute. The area below the cloud becomes heavily obscured. A creature who starts its turn in the area must roll a d6, on the result of a 1 they are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shoot skyward like a missile. Or a franchise’s headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure
characters who choose this highly coveted feature for their headquarters, the DM can impose limitations on the ship’s attacks and make changes to its statistics.) Self-Contained Train. This mobile franchise






