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Returning 32 results for 'bat both diffusing currents ranging'.
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Monsters
Mythic Odysseys of Theros
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
offerings to Thassa might defuse the tritons’ ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians’ appearance.
Clever, far-ranging people
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Locate Creatures and Objects. The morkoth is aware of any new
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surfaces, supporting towns and castles. Drifting clouds can obscure visibility in any direction in the plane. Storms are frequent, ranging from strong thunderstorms to fierce tornadoes or mighty
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
30 feet high toward the southeast.
Drow. Natural shelves and narrow ledges line the walls, ranging in height from 10 to 30 feet. Hiding in the shadows atop 10-foot-high ledges are two male drow elite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
30 feet high toward the southeast.
Drow. Natural shelves and narrow ledges line the walls, ranging in height from 10 to 30 feet. Hiding in the shadows atop 10-foot-high ledges are two male drow elite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
30 feet high toward the southeast.
Drow. Natural shelves and narrow ledges line the walls, ranging in height from 10 to 30 feet. Hiding in the shadows atop 10-foot-high ledges are two male drow elite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surfaces, supporting towns and castles. Drifting clouds can obscure visibility in any direction in the plane. Storms are frequent, ranging from strong thunderstorms to fierce tornadoes or mighty
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surfaces, supporting towns and castles. Drifting clouds can obscure visibility in any direction in the plane. Storms are frequent, ranging from strong thunderstorms to fierce tornadoes or mighty
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Triton Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Triton Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Triton Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather hides hang from the stalactites above, flapping in the draft. Sounds of flowing water echo from the far
-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a Potion of Healing (greater). L10: Bat Corridor The sandy floor of this long, wide corridor is strewn with piles of bat guano
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a Potion of Healing (greater). L9: Bat Corridor The sandy floor of this long, wide corridor is strewn with piles of bat guano. Small
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather hides hang from the stalactites above, flapping in the draft. Sounds of flowing water echo from the far
-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a Potion of Healing (greater). L10: Bat Corridor The sandy floor of this long, wide corridor is strewn with piles of bat guano
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a Potion of Healing (greater). L9: Bat Corridor The sandy floor of this long, wide corridor is strewn with piles of bat guano. Small
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather hides hang from the stalactites above, flapping in the draft. Sounds of flowing water echo from the far
-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a Potion of Healing (greater). L10: Bat Corridor The sandy floor of this long, wide corridor is strewn with piles of bat guano
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a Potion of Healing (greater). L9: Bat Corridor The sandy floor of this long, wide corridor is strewn with piles of bat guano. Small
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
new form is that of a bat and lasts for 1 hour.
Y9. Library This colossal building has many lofty turrets in a state of disrepair, the ground below littered with their rubble. A giant-sized door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
new form is that of a bat and lasts for 1 hour.
Y9. Library This colossal building has many lofty turrets in a state of disrepair, the ground below littered with their rubble. A giant-sized door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
new form is that of a bat and lasts for 1 hour.
Y9. Library This colossal building has many lofty turrets in a state of disrepair, the ground below littered with their rubble. A giant-sized door
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
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
it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
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
it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
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
it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
Morwen did, sternly but fairly, and does little to arouse suspicion. Recently, hill giants ranging south of the Forlorn Hills have begun to encroach upon the farmlands and noble estates around
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
Morwen did, sternly but fairly, and does little to arouse suspicion. Recently, hill giants ranging south of the Forlorn Hills have begun to encroach upon the farmlands and noble estates around
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
Morwen did, sternly but fairly, and does little to arouse suspicion. Recently, hill giants ranging south of the Forlorn Hills have begun to encroach upon the farmlands and noble estates around






