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Returning 24 results for 'being breaks diffusing core retract'.
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being breath diffusing core retract
being beats diffusing core retract
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
is inserted into one of the stalagmite’s holes. The pudding has total cover while inside the stalagmite’s core. If left undisturbed, the pudding remains inside the stalagmite until the characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
is inserted into one of the stalagmite’s holes. The pudding has total cover while inside the stalagmite’s core. If left undisturbed, the pudding remains inside the stalagmite until the characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
is inserted into one of the stalagmite’s holes. The pudding has total cover while inside the stalagmite’s core. If left undisturbed, the pudding remains inside the stalagmite until the characters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept. Collectors of everything odd
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept. Collectors of everything odd
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept. Collectors of everything odd
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
nonfunctional unless the power core is fixed, which is beyond the ceremorphs’ capability. N4. Battle Deck This middle deck has an open cowl. Mounted to the deck is a forward-facing ballista. The walls are lined
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
nonfunctional unless the power core is fixed, which is beyond the ceremorphs’ capability. N4. Battle Deck This middle deck has an open cowl. Mounted to the deck is a forward-facing ballista. The walls are lined
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
nonfunctional unless the power core is fixed, which is beyond the ceremorphs’ capability. N4. Battle Deck This middle deck has an open cowl. Mounted to the deck is a forward-facing ballista. The walls are lined
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room’s ward runes. Redbud moves these roots if the characters eradicate the monsters nesting below. The roots also retract if Redbud is killed or forced to relocate. Z12: Lifeboat Wreck A cot is shoved
overwhelmingly foul stench fills this destroyed and empty room. Where the prow should be is a gaping hole leading into the putrid core of Havock’s heart.
The rod piece was consumed by the hertilod lurking
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room’s ward runes. Redbud moves these roots if the characters eradicate the monsters nesting below. The roots also retract if Redbud is killed or forced to relocate. Z12: Lifeboat Wreck A cot is shoved
overwhelmingly foul stench fills this destroyed and empty room. Where the prow should be is a gaping hole leading into the putrid core of Havock’s heart.
The rod piece was consumed by the hertilod lurking
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room’s ward runes. Redbud moves these roots if the characters eradicate the monsters nesting below. The roots also retract if Redbud is killed or forced to relocate. Z12: Lifeboat Wreck A cot is shoved
overwhelmingly foul stench fills this destroyed and empty room. Where the prow should be is a gaping hole leading into the putrid core of Havock’s heart.
The rod piece was consumed by the hertilod lurking
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
) check. On a successful check, the trapped creature breaks through the surface and is no longer submerged. P36. Costume Room This room contains eight wooden mannequins in tall glass cases. Each
sovereign glue. Each jar is a Small object with AC 13, 3 hit points, and immunity to poison and psychic damage. For each jar that breaks, an invisible stalker is released, appearing in the air above the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
) check. On a successful check, the trapped creature breaks through the surface and is no longer submerged. P36. Costume Room This room contains eight wooden mannequins in tall glass cases. Each
sovereign glue. Each jar is a Small object with AC 13, 3 hit points, and immunity to poison and psychic damage. For each jar that breaks, an invisible stalker is released, appearing in the air above the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
) check. On a successful check, the trapped creature breaks through the surface and is no longer submerged. P36. Costume Room This room contains eight wooden mannequins in tall glass cases. Each
sovereign glue. Each jar is a Small object with AC 13, 3 hit points, and immunity to poison and psychic damage. For each jar that breaks, an invisible stalker is released, appearing in the air above the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, a mechanism hidden in the walls and ceiling causes the iron chains to retract, pulling the anchors back up, whereupon the trap resets. As an action, a character can disable the pressure plate (by
can use ropes to pull it over with a successful DC 22 Strength (Athletics) check. Doing this breaks the statue and reveals a flooded, 15-foot-wide shaft that descends for 30 feet, then bends to the west
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, a mechanism hidden in the walls and ceiling causes the iron chains to retract, pulling the anchors back up, whereupon the trap resets. As an action, a character can disable the pressure plate (by
can use ropes to pull it over with a successful DC 22 Strength (Athletics) check. Doing this breaks the statue and reveals a flooded, 15-foot-wide shaft that descends for 30 feet, then bends to the west
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, a mechanism hidden in the walls and ceiling causes the iron chains to retract, pulling the anchors back up, whereupon the trap resets. As an action, a character can disable the pressure plate (by
can use ropes to pull it over with a successful DC 22 Strength (Athletics) check. Doing this breaks the statue and reveals a flooded, 15-foot-wide shaft that descends for 30 feet, then bends to the west
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
clean up the ship in exchange for technological rewards and the supercomputer’s assistance during their exploration. It explains that with its core systems damaged by the crash and few robots remaining
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
clean up the ship in exchange for technological rewards and the supercomputer’s assistance during their exploration. It explains that with its core systems damaged by the crash and few robots remaining
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
clean up the ship in exchange for technological rewards and the supercomputer’s assistance during their exploration. It explains that with its core systems damaged by the crash and few robots remaining
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a solid background in company history might recall that this is the same vault that the core members of Acquisitions Incorporated once robbed.) Vault Doors and Keys. Each vault door is covered in
, which could lead to the discovery of any breach into the orrery vault. Tannus’s and Jormun’s Secrets. If violence breaks out between the families (or between Horn Enclave and any possible thieves
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a solid background in company history might recall that this is the same vault that the core members of Acquisitions Incorporated once robbed.) Vault Doors and Keys. Each vault door is covered in
, which could lead to the discovery of any breach into the orrery vault. Tannus’s and Jormun’s Secrets. If violence breaks out between the families (or between Horn Enclave and any possible thieves
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a solid background in company history might recall that this is the same vault that the core members of Acquisitions Incorporated once robbed.) Vault Doors and Keys. Each vault door is covered in
, which could lead to the discovery of any breach into the orrery vault. Tannus’s and Jormun’s Secrets. If violence breaks out between the families (or between Horn Enclave and any possible thieves






