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Returning 35 results for 'been blocking driven current release'.
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Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
Monsters
Mordenkainen's Fiendish Folio Volume 1
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
monsters
Forgotten Realms: Adventures in Faerûn
prove useful.
Zlan’s current plan is to heat Icewind Dale from below, warming the Underdark to melt its ice and release aberrant terrors from frozen stasis. This melting also exposes ancient sites containing power Zlan needs to enforce its wicked will on the region.Cold, PoisonLightning, Necrotic
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Lizardfolk
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Species
Volo's Guide to Monsters
have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
Magic Items
Baldur’s Gate: Descent into Avernus
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.
When the tome is discovered
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
prone at the base of the shaft. Developments If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy that allows them to yank the iron rod securing their chains out of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
prone at the base of the shaft. Developments If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy that allows them to yank the iron rod securing their chains out of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
prone at the base of the shaft. Developments If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy that allows them to yank the iron rod securing their chains out of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
lurking, any elemental brought to the battle runs the risk of being driven insane. Nomi and Gurnik agree that if the Steadfast Stone is cleansed and Ogrémoch’s Bane is banished, the Stoneheart Enclave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
lurking, any elemental brought to the battle runs the risk of being driven insane. Nomi and Gurnik agree that if the Steadfast Stone is cleansed and Ogrémoch’s Bane is banished, the Stoneheart Enclave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
lurking, any elemental brought to the battle runs the risk of being driven insane. Nomi and Gurnik agree that if the Steadfast Stone is cleansed and Ogrémoch’s Bane is banished, the Stoneheart Enclave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drider A drider driven mad by the wailing winds covers its ears in a futile attempt to block out the noise. When the characters enter the room, it begins shrieking, “Make it stop!” in Elvish. If the
. The river’s current is not particularly strong, and characters can easily make their way upriver to area 9 to find the “pirate booty.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drider A drider driven mad by the wailing winds covers its ears in a futile attempt to block out the noise. When the characters enter the room, it begins shrieking, “Make it stop!” in Elvish. If the
. The river’s current is not particularly strong, and characters can easily make their way upriver to area 9 to find the “pirate booty.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drider A drider driven mad by the wailing winds covers its ears in a futile attempt to block out the noise. When the characters enter the room, it begins shrieking, “Make it stop!” in Elvish. If the
. The river’s current is not particularly strong, and characters can easily make their way upriver to area 9 to find the “pirate booty.”
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool. The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
obscured. Roll again on this table, ignoring another result of 1 or 2. 3 The current increases along a narrow stretch of the river. Dukha urgently asks the characters to help row the boat upstream. All of
times. 6 Six swamp spirits (use the mud mephit stat block) emerge from the river, demanding that the characters hand over their shiniest valuables. They can be driven off with force or a successful DC 14 Charisma (Intimidation) check. 7–10 No encounter
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
obscured. Roll again on this table, ignoring another result of 1 or 2. 3 The current increases along a narrow stretch of the river. Dukha urgently asks the characters to help row the boat upstream. All of
times. 6 Six swamp spirits (use the mud mephit stat block) emerge from the river, demanding that the characters hand over their shiniest valuables. They can be driven off with force or a successful DC 14 Charisma (Intimidation) check. 7–10 No encounter
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
obscured. Roll again on this table, ignoring another result of 1 or 2. 3 The current increases along a narrow stretch of the river. Dukha urgently asks the characters to help row the boat upstream. All of
times. 6 Six swamp spirits (use the mud mephit stat block) emerge from the river, demanding that the characters hand over their shiniest valuables. They can be driven off with force or a successful DC 14 Charisma (Intimidation) check. 7–10 No encounter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool. The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool. The
Yuan-ti Pureblood
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Species
Volo's Guide to Monsters
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
rather than among other creatures, including my own kind.
4
I sometimes become consumed by philosophy.
5
I believe I am superior to others of my caste.
6
I am driven by wanderlust
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
one trapped creature at random to accommodate the new prisoner. The Prisoners of the Mirror table lists the mirror’s current prisoners and summarizes how they react if set free or spoken to. Otherwise
against them. Prisoners of the Mirror Cell Prisoner Notes Reaction if Released 1 A’tan (CN male Chultan human commoner) Omuan merchant trapped shortly after the fall of Omu; driven insane by his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
one trapped creature at random to accommodate the new prisoner. The Prisoners of the Mirror table lists the mirror’s current prisoners and summarizes how they react if set free or spoken to. Otherwise
against them. Prisoners of the Mirror Cell Prisoner Notes Reaction if Released 1 A’tan (CN male Chultan human commoner) Omuan merchant trapped shortly after the fall of Omu; driven insane by his
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with






