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Returning 35 results for 'before breathing direction continues released'.
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before breathing direction continues releases
Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
Monsters
Tomb of Annihilation
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Mythic Odysseys of Theros
, their minds filled with tales of how life's splendor continues to develop.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these
Control Water
Legacy
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Spells
Basic Rules (2014)
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves
Monsters
Princes of the Apocalypse
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Air Control"} × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6;{"diceNotation":"1d6","rollType
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Bulette Proof One last danger confronts the heroes as they leave the ship and head out of the mountain valley: Something big is plowing through the deep snow, heading in your direction. Only its
shiny dorsal ridge breaks the snow’s surface.
Vorryn and Dredavex released a hostile bulette into the wild after the crash because they didn’t want to feed it. They have no control over the creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wandering Monsters Halaster continues to use the Terminus Level as a dumping ground for stray monsters. Duergar also patrol the mines. Beholder Zombies Four beholder zombies, set loose by Halaster
battle goes poorly for them, the duergar turn invisible, retreat, and report to Valtagar in area 15. Remorhaz Released here by Halaster, this remorhaz creeps up on the characters and attacks. There is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and psychic damage. The fire elemental goes berserk if released, attacking all other creatures it sees. Inside or outside the furnace, it can be banished using a banishment spell or similar magic, or
trapped inside an iron flask or a similar device. If the furnace is destroyed or the elemental released from within it, the air inside the balloon cools, causing the airship to descend at a rate of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Gravity On the Infinite Staircase, gravity is a logical force—until it isn’t. The direction of its effect is perpendicular to the steps of the nearest staircase. Staircases twist, bend, and invert
, falling down the steps until it comes to a halt or goes over the edge, at which point it continues “downward” until it collides with the next closest section of the staircase, and so on. Precious items lost in this way sometimes appear on the nearest landing, mysteriously returned to their owners.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
breathing. From a nearby cliff, a tributary of the River Styx cascades down into the slime.
Dangling from a bent iron crane that leans out over the chasm is an iron cage containing a hairless, green
-skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
Determine surprise. The
order or their stated positions in the room or other location, the DM figures out where the adversaries are — how far away and in what direction.
Roll initiative. Everyone involved in the combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
1. Determine surprise. The
order or their stated positions in the room or other location, the DM figures out where the adversaries are--how far away and in what direction.
3. Roll initiative. Everyone involved in the combat
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K73. Dungeon Hall The following boxed text assumes that the characters arrive by way of the staircase to the east (area K21). Adjust as needed if the characters enter this hall from another direction
pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creatures into thinking they’re breathing? In the Astral Sea, one can never be certain. All that really matters is that a creature can survive indefinitely in the Astral Sea, never aging and never feeling
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
up to a blank wall that is the location of a secret door. This door can be opened by turning the wheel in the foyer. The wheel turns only after the lever is pushed up, and then only in one direction
falls off the beam 30 feet to the bottom of the pit. If the crank is released once the secret door is open, it unwinds quickly, pulling the door shut. To prevent this, the lever can be pulled down to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them, my precious children! Make your father proud!” He then bolts as two oozes drop from the ceiling in front of you, their dark forms flowing in your direction with unsettling awareness and malevolence
: blink, dispel magic, gaseous form, major image, protection from energy, slow, tongues, water breathing
4th level: blight, fabricate, fire shield, hallucinatory terrain, locate creature, phantasmal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
each. Purple Worm Roll a d6 and consult the Purple Worm Direction table to determine where the purple worm comes from. Purple Worm Direction d6 Direction 1–2 The purple worm comes from behind the
party, heading in the same direction and filling the entire tunnel. The party must either stay ahead of the worm or turn and fight it. If they stay ahead of the worm, the tunnel branches after 1d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
save, the wind throws the creature 10 feet in a random direction, the creature takes 3 (1d6) bludgeoning damage, and it is knocked prone. If the saving throw fails by 5 or more, the creature strikes one
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
this unless the goblin on the bridge tells them to. The goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second to be released.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
. Marciano sent word to Leilon for help after the first attack, but more raids followed. There was one attack each day at a different time from a different direction. With every attack the shark people
enter find the corpse of an elf priestess, Nava Wavecrash, lying in a pool of her own blood next to a stone altar. Characters who search Nava’s body find a potion of water breathing. WAIT IT OUT
The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
walls to ripple.
The contractions ripple toward the Nematode’s guts (area N4) but aren’t powerful enough to physically move the characters in that direction. N3: Membrane Eighty feet down the throat
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lock of Trickery 30–32 Moon-Touched Sword 33–34 Mystery Key 35–36 Orb of Direction 37–38 Orb of Time 39–40 Perfume of Bewitching 41–42 Pipe of Smoke Monsters 43–44 Pole of Angling 45–46 Pole of
Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
great stone bridge that spans it is the only way into Akros from this direction. Stratians consider it a high honor to be assigned to guard the bridge.
Titan’s Stairs. These stone “stairs
soldiers who are worn out by relentless assaults from raiders, fire-breathing dragons, and other threats. Mountain Shrines. The Akroans believe that the gods are best worshiped at the places closest to Nyx
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
direction of destiny to one side or another. The verse of the Prophecy that begins this introduction is typical, in that each line is open to multiple interpretations. Consider these possibilities
the story of the Prophecy.) The words could refer to Cannith artificers “breathing life” into their warforged creations. “When fires create.” These words could easily refer to the fires of a smith’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
walks somberly in the direction of his pyramid. Amun Sa doesn’t speak to the characters any further—his curse allows him to share only the tale above. If the characters attempt to harm Amun Sa, he steps
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. She confirms that the town has been experiencing break-ins and robberies lately, but no one has witnessed a potential culprit. The only clue is a set of tracks leading in the direction of Kelvin’s
Kelvin’s Cairn. If they refuse the quest, Caer-Konig continues to be tormented by invisible thieves until the duergar stop searching the town for chardalyn. Getting a Dogsled If the characters are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
deliberate magic. While Yarana’s macaw was able to slip through, the rift is fading, preventing further passage in either direction. After a moment, Yarana continues: “Listen, please!” the woman calls. “I’m
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
risk! Advisement: full planar realignment! Highest alert!” The modron continues issuing such dire reports. As it does, wisps of green vapor leak from its mouth, eyes, and seams. Gradually this vapor
your direction.
The modrons’ belief that the Outlands have been corrupted are so strong that they’ve shaken the underpinnings of the plane. Now these mistaken beliefs manifest as a planar incarnate






