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Returning 31 results for 'before border depth container receive'.
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Monsters
Princes of the Apocalypse
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits Any characters inhabited by the spirits of Obo’laka or Wongo receive advice when entering this area: Cautious Obo’laka advises against anyone drinking from the fountain. Reckless Wongo
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The plane’s depths comprise a region of swirling mist and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crystals that catch and reflect light.
Dao in the Sand. The floor is concave and filled with golden sand to a depth of 10 feet. A dao hides in the sand until visitors appear.
Medusas. Two medusas wearing
Jarûk’s quest should receive XP as if they had defeated the dao and the medusas in combat. If the characters destroy Ezzat but give the lich’s phylactery to Ichthyglug the marid in area 1c, Jarûk
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
weeks. Dried Potions. In some locations, characters discover the remains of a potion in the form of sediment in the bottom of a container. It is possible to mix this powder with water or wine and restore
/Toltec mythology and society. In the original publication, Dungeon Masters were encouraged to research these real-world background elements to add depth and realism to the characters’ experience.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
as the etherealness spell and the Etherealness feature of ghosts, is the exception to this rule. A creature that enters the Border Ethereal from a domain is pulled back into the domain it left upon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
characters explore a new area, roll a d6. On a roll of 1, choose one character to receive an image of the setting features (but not creatures) in area P4, area P5, or area P6. The aboleth living in the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounters 2d4 dolphins (see Volo’s Guide to Monsters) or 1 killer whale if you prefer. If the characters use magic to speak with the creatures, they can receive directions to the nearest coastal settlement
. A flying snake that is successfully grappled can be stuffed in a sack or other soft container. After 1 hour of confinement, the snake settles down. A character who succeeds on a DC 13 Wisdom (Animal
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
has no magnetic north. 4 Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. 5–6 Guardian
unlock a container, chamber, vault, or door. 10 Secret Message. A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When Nafas drops to 0 hit points
role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gray slime found in puddles throughout this level. Advice from the Spirits Any characters inhabited by the spirits of Papazotl, Unkh, or Wongo receive advice when entering this area: Shrewd Papazotl
flowing into the room, but the pipes can’t be stuffed while slime is pouring out of them. The slime covers the floor to a depth of 1 inch per round. If the crawlway to area 70 is exposed (see “Concealed
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed. Regional Effects The region containing an elemental node in which Imix is present becomes
, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly. Wildfires erupt within a 5-mile radius of Imix’s lair. Every hour
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. 5 Gleaming. This item never gets dirty. 6
container, chamber, vault, or other entryway. 10 Language. The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. 11 Sentinel. Choose a kind of creature
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
depth. These spaces are where the industrious folk of Hardbuckler engage in their livelihoods. Some of the cellar spaces are shops or workspaces for artisans who sleep in the house above. Other of
specific sizes, with shelving and space in the cellars measured so that each container fits snugly and exactly. Hardbuckler has a well-paid wizard who provides magical security for stored items, for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time to cast shillelagh on the quarterstaff he wields, barkskin for defense, and produce flame in preparation for a confrontation. The phase spider spends its time in the Border Ethereal. It attempts
bulkheads or walls. Dark, murky seawater fills it to a depth of three feet, sloshing against old, moldering crates piled against the ship’s port hull.
The water that fills this area is difficult
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
one large, hollow room. Just inside the entrance is a clear pool of water that ranges in depth from 2 to 5 feet. Phosphorescent fungi illuminate the pool with soft, dreamy hues. Short, frog-like
thoroughly duped and very happy for the foreseeable future. Characters who request his help will receive it, no questions asked. If the party’s trickery is discovered, King Groak orders his subjects
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
depth and 10 to 50 feet in width. Its flow is unpredictable, reversing at various points along its ovular length. Roll a die for any 100-foot stretch of river. On an even number, it flows clockwise
outcropping runs along the northern border of the garden. A small ravine cuts into the rocks, its floor scorched free of vegetation and dusted with ash.
Gorguth the chimera drank from the Fountain All Heal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
golem that answers to his command. The Ditch The Ditch is Sigil’s only body of water, a reeking morass where locals cast their refuse. Its corrosive waters lie along the rough border between the Lower
staunch souls are nowhere to be seen for fear of the Ditch Beast, a vicious monster that supposedly stalks the area. Seat of the Rat King. Wererats frequent the Ditch, where they receive the orders from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on itself on a success. If the mycelium is destroyed, the room is engulfed in a psychic backlash. Those present receive visions of an endless forest of tower-sized mushrooms, a woman wearing a holy
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is
between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
trapdoor entrance that leads up from Murky Lake. A recessed pool lined with moldy clay tiles takes up most of this large square room. Stagnant water fills the depression to a depth of one foot. Rising
, filling the pool to a depth of 3 feet in 1 minute. Treasure. The lily pad floating on the water is a magic item called a bobbing lily pad (see appendix A). Bavlorna is attuned to it currently. B2
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the bottom of the staircase is empty, unlit, and flooded with foul-smelling water to a depth of 2 feet (see “Dungeon Features” below for more information). Dungeon Features. The Dungeon of the Dead
) are flooded with murky water to a depth of 2 feet to make them difficult terrain. The water seeps into the dungeon from nearby sewers through cracks in the limestone. It carries a foul stench and is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
inland sea, its waters tainted by volcanism and undrinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting domains known as the Border Kingdoms. Here
island redoubts. Tethyr. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darromar. The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
manifests to one character in the region, allowing them to ask one question and receive a short answer as through the augury spell. The force manifests as a planchette moving on a talking board
wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fifteen straw mattresses are placed around the room, each with a small wooden chest at its foot. A long table is in the center of the room, with benches to each side.
Four lizardfolk warriors receive
diameter. The water is clear, but the bottom is covered with a mass of weeds so that the depth cannot be judged.
A stone path has been carved into the west wall a few feet above the waterline. Narrow stone






