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Returning 35 results for 'before blocks diffusing currents rarely'.
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Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Divine Contention
earned her nickname from her habit of gnawing on old kills, and is often seen with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because
Claugiyliamatar drives them out.
Claugiyliamatar rarely meddles in the affairs of small folk. Even so, her collection of crystal balls allows her to stay abreast of events happening in the world.
Ebondeath
Monsters
Storm King's Thunder
with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because Claugiyliamatar drives them out.
Claugiyliamatar rarely meddles in the affairs of small
surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the symbols used are rarely the same between different tribes and often make little sense to other creatures. Some possible status symbols are given in the Status Symbols table. A caste or a boss
tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is “booyahg,&rdquo
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and the death knight out to destroy the kingdom. The Monster Manual contains stat blocks you can use to represent NPCs in your game. You can add details to make them distinctive and memorable. For
game rarely need much more complexity than that. Filip Burburan Nonplayer Characters come in all shapes and sizes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and the death knight out to destroy the kingdom. The Monster Manual contains stat blocks you can use to represent NPCs in your game. You can add details to make them distinctive and memorable. For
game rarely need much more complexity than that. Filip Burburan Nonplayer Characters come in all shapes and sizes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and the death knight out to destroy the kingdom. The Monster Manual contains stat blocks you can use to represent NPCs in your game. You can add details to make them distinctive and memorable. For
game rarely need much more complexity than that. Filip Burburan Nonplayer Characters come in all shapes and sizes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
crown remains throughout a ruler’s reign, which can last for months or fizzle before their coronation is done. The laws a ruler makes are similarly temporary and futile, and criminals rarely serve
that resist the town’s volatile nature—nothing remains for long. Most homes and businesses are owned by githzerai, sculpted from currents of instability into ordered redoubts: towers of latticed
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
crown remains throughout a ruler’s reign, which can last for months or fizzle before their coronation is done. The laws a ruler makes are similarly temporary and futile, and criminals rarely serve
that resist the town’s volatile nature—nothing remains for long. Most homes and businesses are owned by githzerai, sculpted from currents of instability into ordered redoubts: towers of latticed
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
crown remains throughout a ruler’s reign, which can last for months or fizzle before their coronation is done. The laws a ruler makes are similarly temporary and futile, and criminals rarely serve
that resist the town’s volatile nature—nothing remains for long. Most homes and businesses are owned by githzerai, sculpted from currents of instability into ordered redoubts: towers of latticed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of soldiers patrol the camp, each including a Dragon Army officer and five Dragon Army soldiers (see appendix B for both stat blocks). One group watches the bridge outside the walls, and the other
quippers. I2: Main Entrance A large, hastily made wooden gate blocks access to the camp. The area is guarded by three imposing figures with twisted draconic features.
The camp’s only gate is watched by
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of soldiers patrol the camp, each including a Dragon Army officer and five Dragon Army soldiers (see appendix B for both stat blocks). One group watches the bridge outside the walls, and the other
quippers. I2: Main Entrance A large, hastily made wooden gate blocks access to the camp. The area is guarded by three imposing figures with twisted draconic features.
The camp’s only gate is watched by
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of soldiers patrol the camp, each including a Dragon Army officer and five Dragon Army soldiers (see appendix B for both stat blocks). One group watches the bridge outside the walls, and the other
quippers. I2: Main Entrance A large, hastily made wooden gate blocks access to the camp. The area is guarded by three imposing figures with twisted draconic features.
The camp’s only gate is watched by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the hermitage to the large tower along its west side. A crenellated battlement blocks the walkway in and is set with arrow slits.
This battlement served as the main point of defense for the fortress’s
protecting the main entrance (area 4) against incursion. The kettle was once used to boil oil for the murder holes. This chamber is rarely visited by the residents of the hermitage, except to use the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the hermitage to the large tower along its west side. A crenellated battlement blocks the walkway in and is set with arrow slits.
This battlement served as the main point of defense for the fortress’s
protecting the main entrance (area 4) against incursion. The kettle was once used to boil oil for the murder holes. This chamber is rarely visited by the residents of the hermitage, except to use the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the hermitage to the large tower along its west side. A crenellated battlement blocks the walkway in and is set with arrow slits.
This battlement served as the main point of defense for the fortress’s
protecting the main entrance (area 4) against incursion. The kettle was once used to boil oil for the murder holes. This chamber is rarely visited by the residents of the hermitage, except to use the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different
also use stat blocks in other sources to add to the sequence, so the characters could even meet this aspiring villain as an apprentice wizard and later as an evoker (both in Volo’s Guide to Monsters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different
also use stat blocks in other sources to add to the sequence, so the characters could even meet this aspiring villain as an apprentice wizard and later as an evoker (both in Volo’s Guide to Monsters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different
also use stat blocks in other sources to add to the sequence, so the characters could even meet this aspiring villain as an apprentice wizard and later as an evoker (both in Volo’s Guide to Monsters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
particular neighborhood. The Harborhands, for instance, can be found across the Lower City wherever a neighborhood touches the water, but would rarely try to flex its claim outside of the actual docks
street shrieks when a specific party member steps on it. The crack runs for blocks, tracing back to Mandorcai’s Mansion.
11 Two drunk sailors invite the characters to join them in singing a well
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
particular neighborhood. The Harborhands, for instance, can be found across the Lower City wherever a neighborhood touches the water, but would rarely try to flex its claim outside of the actual docks
and tells characters that Laraelra Thundreth is hiring bouncers at the Low Lantern. 10 A winding crack in the street shrieks when a specific party member steps on it. The crack runs for blocks, tracing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
particular neighborhood. The Harborhands, for instance, can be found across the Lower City wherever a neighborhood touches the water, but would rarely try to flex its claim outside of the actual docks
street shrieks when a specific party member steps on it. The crack runs for blocks, tracing back to Mandorcai’s Mansion.
11 Two drunk sailors invite the characters to join them in singing a well
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
particular neighborhood. The Harborhands, for instance, can be found across the Lower City wherever a neighborhood touches the water, but would rarely try to flex its claim outside of the actual docks
street shrieks when a specific party member steps on it. The crack runs for blocks, tracing back to Mandorcai’s Mansion.
11 Two drunk sailors invite the characters to join them in singing a well






