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Returning 19 results for 'before behind dividing currents refuges'.
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Paladin
Legacy
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Basic Rules (2014)
shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches
your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
he sees no need for outsiders to be involved in sacred matters. The archpriest dismisses his son’s concerns with a negligent wave, telling Glooglugogg that he must flow with the currents of the
acknowledge your divine vision and welcome it. I have brought these as offerings.” He gestures toward all of you, standing within a circle of guards behind him. “Will you not accept them?” “You are wise
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
connected to the rest of the crawlway have no clear means of escape. The tunnel is airtight. A single creature consumes the available air supply in 24 hours, with multiple creatures dividing that time up
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Strength Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
on to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, leaving a trail of destruction behind them.
7 An adult white dragon periodically brings a mouthful of gems to the ancient crystal dragon who raised them, and who is now too old and tired to
seek out new mineral veins for sustenance.
8 A clan of winged kobolds treat the air currents and ice slides of an adult white dragon’s lair as an obstacle course. The dragon enjoys devising
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
reddish-purple ring, like an iris around a pupil. The holes lead to tunnels inside the orb. Traversing the Rolling Eye. Reaching areas L6 and area L7 without leaving someone behind to spin the orb takes
monster is not immediately visible when the characters enter due to the area’s dividing walls. Golcuus lost its towering ego, and the loss drives it to spontaneous acts of violence. Golcuus attacks any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Drow Town An ancient earthquake collapsed sections of Stromkuhldur, dividing the town into smaller caverns. After driving the Legion of Azrok out of this eastern cavern, the drow of House
dead goblinoids. None of this gear is salvageable.)
Characters who follow the scent of decay discover a pile of severed goblin and hobgoblin heads tucked behind a wall of rocks near the south end of the room.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
these ruins ever since. Prit is obsessed with spoons and doesn’t know much about anything else. He does know that down the rough-hewn corridor behind him there’s “a weird little treasure” (see area
west alcoves of this landing. They are loyal to Nafik and fight to the death.
Center Landing. A 30-foot-tall, 50-foot-wide wall of flame erupts from the floor in the middle of this landing, dividing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on the upper shelf. The razerblast sits near the jet of flame, treating it like a campfire. Hidden Exit. The passageway toward area W5 is hidden behind the basalt pillar and positioned high up along
Levers. Levers are hidden in secret niches behind skulls at the points marked “c” and “d” on the map. Finding a lever requires a successful DC 15 Intelligence (Investigation) check. Pulling either lever
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet of the ceiling. The following boxed text assumes that the characters can see underwater: Through the water looms a colonnade supporting an arched pediment above a long portico. Behind the
, two chuuls lurk behind the plateaus. They step out of hiding and attack interlopers as soon as the Crushing Wave reavers start hurling javelins. If a chuul paralyzes a foe, it allows the current to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
made in the stables for a traveler’s mount at a cost of 1 sp per night. Coin Box. Tucked behind the counter is a wooden coin box with a copper clasp. A character who inspects the coin box before opening
locked; the other doors are unlocked. G15: L-Shaped Hall Wooden doors line the walls of this L-shaped hallway.
Closets. The two small rooms to the north are closets behind unlocked doors. One stores
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spoken in area C1 can easily be heard in area C19, and vice versa. The lake is home to small blind cave fish. A giant octopus lurks in a grotto to the south, behind a column of rock that supports the
basin of water, with a grinning gargoyle perched on a pedestal jutting out from the wall. Stone doors exit to the north and the south.
Two nothics occupy the room, hiding behind the broken columns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tomb tapper looks like a faceless, misshapen giant. It turned to stone when it died, leaving behind its big sledgehammer. Y2. Wizard Spires Several crooked spires branch off the enclave’s perimeter wall
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
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the
caverns with a successful DC 18 Charisma (Persuasion) check. Treasure. The xorn stashed 500 gp worth of uncut gems behind a large crystal formation in the northwest corner of the room. A character
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
the entrance to a cramped tunnel hidden behind some collapsed rubble to the south. A character who spends 1 minute clearing the rubble opens the entrance to a crawlspace (area N7). Making a Skiff
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
gems behind a large crystal formation in the northwest corner of the room. A character searching the crystals finds the stash with a successful DC 17 Wisdom (Perception) check. L21: Pool Cavern The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
fissures high in the cavern walls.
This chamber is the Temple of the Elder Elemental Eye, the dark force that lies behind Elemental Evil. The ziggurat dates back to ancient times when drow renegades
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(Perception) check, see the decanter anchored behind coral branches, which must be smashed to free it. The sculpture stands 20 feet tall and has AC 11, 50 hit points, and immunity to psychic and poison damage
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains






