Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before broken diffusing currents rush'.
Other Suggestions:
before brown diffusing current rule
before brown diffusing currently rule
before brown diffusing current rest
before brown diffusing current risk
before brown diffusing currently risk
Classes
Player’s Handbook
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
Monsters
Journeys through the Radiant Citadel
option can be used at a time and only at the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its
Rush","rollDamageType":"cold"} cold damage.
Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Movement in the Wastes Broken by canyons and sheer plateaus, the entirety of the Northern Wastes is considered difficult terrain for the purpose of travel. As a result, characters move at half speed
free to skim over days of travel to reach new locations or return to already-visited ones. The Dragon Army also faces the challenges of the wasteland, so the characters don’t need to rush to prevent their enemies from fulfilling their plots by a certain time.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
with coral. No other creatures can be seen within the darkness, and the silence here is broken only by the turbulence of the water around you.
A group consisting of two sahuagin blademasters, two
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
of glass wall has AC 15, and 20 hit points. The glass can also be broken with a successful DC 15 Strength check. The only exit from the room is the door that leads south out of the bottom tier. It
opens into a corridor that passes under the higher tiers of the room. Breaking Glass. If any of the glass walls are broken, a weak wall of force will activate immediately in front of the door on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
35. Xipe’s Audience Chamber (Zee-PAY) When the door comes open, a rush of warm, fetid air greets you. The room is lit with a sanguine glow. On the wall opposite the door are tacked several human
bones, skulls with cracked pates, and broken weapons. In front of the display crouches a panther, deathly still, facing away from the statue.
To the east the walls are highly polished. They loosely
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
restore their hit points and remove their injuries. Enlarged Duergar Panicked Ten-Towners rush past you—not to escape the dragon but to get away from a heavily armored, gray-skinned dwarf as big as
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creator and Ruxithid can command the Construct to cast it. If this fight seems too easy for the party, add two goblin psi brawlers (see appendix A), who rush from Zorzula’s Rest to join the combat in
chapter 6 for a representation of this map.) A character who succeeds on a DC 15 Intelligence (Investigation) check also discovers a rough sketch of a broken obelisk made of dark stone. Four of the broken
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
cackle as they rush to dispatch intruders. J2: Junk Pile The center of this chamber’s floor is piled with loose junk—broken ceremonial implements, rusty candlestick holders, and rotten rags.
The gnolls
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
withstand tremendous amounts of pressure and force, and aren’t easily broken. Each window has AC 15, 60 hit points, a damage threshold of 20, and immunity to psychic and poison damage. Breaking a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
forces. When intruders enter the vestibule, the three driders rush into melee while Althein and Vendrasha hang back to support the driders. The driders and elves fight to the death. Rachazz doesn’t
interior is hollow, with broken beams showing where upper floors existed long ago. Webs cover the tower’s walls, with two anchor points to the northwest and northeast.
A monstrous demon is moving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
behir’s legs, and freed himself from its clutches. The creature’s shrieks became the lightning of the storm, and its broken femur became the symbol of Bahgtru’s followers, reminding them that anything can
be broken and defeated by superior strength. Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
ground. Scattered across the floor are a few hammers, picks, and broken lanterns.
The miners were forced to leave this area in a hurry when the kobolds showed up and drove them out. Treasure. If
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
disrepair. A character who inspects the lift and succeeds on a DC 10 Intelligence (Investigation) check uncovers the lift’s broken mechanisms as well as its former power source: a dull and cracked shard
currently broken. A character who inspects the area and succeeds on a DC 10 Intelligence (Investigation) check uncovers the conveyor system’s broken mechanisms as well as its dull power crystal. This crystal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
overhead. Narrow windows pierce its walls, gargoyles cling to its eaves, and a doorway at the tower’s base gapes open.
Two of the outer spires have broken off. One crashed in Icewind Dale (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Decay-Filled Cell The water in this is cell is fouled by the rotting corpse of a large sea serpent of some kind. A stone slab along the north wall lies askew and partially broken on the unfinished
center of its south side, the row of benches is broken by three special seats. The center and western seats, the largest and most ornately decorated, are reserved for the baroness and baron, and the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
water’s surface is 40 feet below the tunnel’s exit. L5: Littered Cave This small cave is littered with broken bones. Near the back wall lies a busted skeleton with a horned bovine head splintered with
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The gate’s lock can be opened with a successful DC 20 Dexterity check using thieves’ tools, or the gate can be broken (AC 15, 18 hit points, damage threshold 10). Guards from area 27 rush forward to
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
littered with broken bones. Near the back wall lies a busted skeleton with a horned bovine head splintered with cracks. Two leather sacks brimming with gold rest near the skeleton.
The skeleton is that of
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
. Treasure. Although it certainly appears that some valuables might be scattered among all the bones, in truth there are only a few coins to be had—1d6 each of copper, silver, and gold—and some broken weapons
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Grain harvested from area 7 is brought here and made into flour. The grinding of the millstone, the cranking of the water wheel, and the rush of water pouring down the mountainside drown out most other
action to open a stall containing two boars. On their next turn, the boars rush out of the stall and attack intruders while the yakfolk kills the humans and then flees to the chief’s hut (area 8) to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the swamp is at its lowest, the raft gets stuck in the mud and won’t budge unless it is carried or dragged. It weighs 300 pounds. Gushing O’-well The characters hear the rush of water in the
ago. The area is littered with rusted and broken weapons and armor, along with the bones of the dead. If the characters enter the area, two suits of animated armor stand up from the detritus. The suits
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
pushed aside. Inside the sarcophagus is the withered corpse of an elf in tattered robes. As the sarcophagus is opened, the rush of air disturbs the cadaver’s robes, which have mostly crumbled to dust
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
identity of a villain. Nylea might cause a flock of birds to suddenly rush eastward, inviting her champion to follow in that direction, or an animal might snarl whenever the villain’s name is spoken
Something that was broken is reshaped into something new.
8 92 A statue or metal object comes to life.
Omens of Thassa d8 d100 Omen of Thassa
1 93 A lustrous seashell or small fish
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
before entering it. A bronze torch glowing with a magical light lies next to the corpse of a bare-chested man with a shield in the shape of a crab shell and a broken shark-toothed sword. Several
shield and broken sword), two lizardfolk, an ogre, and a male halfling in the robes of a cleric of Sune, and a female half-elf fighter in battered plate armor. Treasure The harpies have collected loot
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
area 12. 12. Tomb of a Failed Dragonpriest Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each
characters don’t learn the password, and all other kobolds are hostile toward the party. Development. If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush out to meet
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
similar door. A successful DC 15 Wisdom (Perception) check is sufficient to find either door, but they open only from the other side. P12. Feeding Cave A long pool fills the cavern, broken only by an
skeletons droop from the rigging or lay in tangled piles, and seaweed hangs from the gunwales. The rain renders the entire area lightly obscured, and strong currents on either side of the wreckage pull
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the main doors hang open. No sign of any other creatures in or around the building can be seen.
Characters can easily force their way into the chapel through any of its broken stained-glass windows
specter returns to join the fray. G2. Chapel of Light Read the following as the characters enter this area: The once-beautiful main area of the chapel is littered with broken furnishings and splintered
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This long corridor has a wooden door at each end. Ancient, rotting black drapes hang loosely over the entrances to four small rooms on each side of the hall.
The cells contain only dirt and broken cots
lids of the sarcophagi have been gouged out by deep claw marks.
The sarcophagi are actually doors to the inside of the stone block, which is hollow. Five wights lurk within. They rush out to attack the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
memories of their previous existence and serve the naga unwaveringly. They rush out of this area to aid the naga when they notice combat or a cry for help. Personal Effects. Among the items strewn
around the chamber floors are things that point to the yuan-ti’s previous existence, including boots, pants, and a broken wax seal belonging to Ginder Nanik: a stylized depiction of water flowing down over
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hearing what the “small folk” have to say. Watching the visitors are two storm giants wearing helms. If Mirran and Nym are attacked, these royal guards rush to the princesses’ defense and cover their
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
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past
. The fact that these performances sometimes go terribly awry, with monsters breaking loose or a broken piece of equipment sending a performer plummeting into the crowd, only adds to the excitement
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their
sometimes go terribly awry, with monsters breaking loose or a broken piece of equipment sending a performer plummeting into the crowd, only adds to the excitement, and patriars and common folk alike






