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Returning 16 results for 'before burial diffusing currents rely'.
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Monsters
Tales from the Yawning Portal
Keen Smell. The Failed Dragonpriest has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Failed Dragonpriest regains 5 hit points at the start of its turn. If the Failed
all but transformed to that of a troll over the ages of his burial. He had a name, but he has forgotten it, although he has not forgotten how to speak Elvish and Draconic.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Ceilings. Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers. Lighting. The caverns are unlit. Denizens carry their own light or rely on darkvision to see. Area descriptions
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Ceilings. Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers. Lighting. The caverns are unlit. Denizens carry their own light or rely on darkvision to see. Area descriptions
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Ceilings. Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers. Lighting. The caverns are unlit. Denizens carry their own light or rely on darkvision to see. Area descriptions
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
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
light source or darkvision, all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is reduced to 10 feet (see “Unusual Environments” in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
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
light source or darkvision, all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is reduced to 10 feet (see “Unusual Environments” in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
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
light source or darkvision, all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is reduced to 10 feet (see “Unusual Environments” in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
that rely on sight. The eyestalks vanish after 1d4 days. 10 Bathing in the spring causes a creature’s voice to sound sinister. For the next 24 hours, the creature’s voice grants it advantage on Charisma
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
that rely on sight. The eyestalks vanish after 1d4 days. 10 Bathing in the spring causes a creature’s voice to sound sinister. For the next 24 hours, the creature’s voice grants it advantage on Charisma
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
that rely on sight. The eyestalks vanish after 1d4 days. 10 Bathing in the spring causes a creature’s voice to sound sinister. For the next 24 hours, the creature’s voice grants it advantage on Charisma
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. The Dusters rely on corpse collectors—grim-faced laborers found primarily in the Hive—to deliver a steady stream of bodies to them for interment. Hive Ward Locations Presented here are some noteworthy
before sending them through planar portals to distant burial grounds, faraway family crypts, or elemental planes for storage or cremation. The funerary process often uncovers a creature’s cause of death
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. The Dusters rely on corpse collectors—grim-faced laborers found primarily in the Hive—to deliver a steady stream of bodies to them for interment. Hive Ward Locations Presented here are some noteworthy
before sending them through planar portals to distant burial grounds, faraway family crypts, or elemental planes for storage or cremation. The funerary process often uncovers a creature’s cause of death
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. The Dusters rely on corpse collectors—grim-faced laborers found primarily in the Hive—to deliver a steady stream of bodies to them for interment. Hive Ward Locations Presented here are some noteworthy
before sending them through planar portals to distant burial grounds, faraway family crypts, or elemental planes for storage or cremation. The funerary process often uncovers a creature’s cause of death






