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Returning 35 results for 'blocking before defined current returner'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose
you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose
you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose
you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Charisma modifier, and each has the Blinded condition until the end of the current turn. Once you use this feature, you can’t use it again until you finish a Long Rest. Fiend Patron Make a Deal
fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Charisma modifier, and each has the Blinded condition until the end of the current turn. Once you use this feature, you can’t use it again until you finish a Long Rest. Fiend Patron Make a Deal
fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Charisma modifier, and each has the Blinded condition until the end of the current turn. Once you use this feature, you can’t use it again until you finish a Long Rest. Fiend Patron Make a Deal
fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
how to pronounce the town’s name. Xaos has no consistent ruler. The town’s sovereign fluctuates, chosen at random by a diadem of shifting crystals that appears atop the current ruler’s head. The crystal
transformations don’t harm Xaos’s inhabitants. Noteworthy Sites Xaos has no defined districts and few steady landmarks. Aside from a handful of local anchors—structures built on stable, neutral-aligned areas
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
how to pronounce the town’s name. Xaos has no consistent ruler. The town’s sovereign fluctuates, chosen at random by a diadem of shifting crystals that appears atop the current ruler’s head. The crystal
transformations don’t harm Xaos’s inhabitants. Noteworthy Sites Xaos has no defined districts and few steady landmarks. Aside from a handful of local anchors—structures built on stable, neutral-aligned areas
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
how to pronounce the town’s name. Xaos has no consistent ruler. The town’s sovereign fluctuates, chosen at random by a diadem of shifting crystals that appears atop the current ruler’s head. The crystal
transformations don’t harm Xaos’s inhabitants. Noteworthy Sites Xaos has no defined districts and few steady landmarks. Aside from a handful of local anchors—structures built on stable, neutral-aligned areas
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
defined by the prominent leaders, innovators, and tyrants of the day. These people change the world and etch their signatures indelibly on the pages of history. When they rise to power, they shape the
its repercussions change the characters’ world, and its effects echo long after the initial attack or takeover. Imagine that part of your campaign world is attacked or invaded. Depending on the current
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
defined by the prominent leaders, innovators, and tyrants of the day. These people change the world and etch their signatures indelibly on the pages of history. When they rise to power, they shape the
its repercussions change the characters’ world, and its effects echo long after the initial attack or takeover. Imagine that part of your campaign world is attacked or invaded. Depending on the current
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
defined by the prominent leaders, innovators, and tyrants of the day. These people change the world and etch their signatures indelibly on the pages of history. When they rise to power, they shape the
its repercussions change the characters’ world, and its effects echo long after the initial attack or takeover. Imagine that part of your campaign world is attacked or invaded. Depending on the current
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and light equivalent to that of a campfire and can’t be extinguished. E4. Sarcophagus and Crystal Pillars Atop the eastern berm, a granite sarcophagus rests in a half-circle defined by five crystal
the tomb’s current inhabitants, Ten-Towns, or the present state of affairs in Icewind Dale, since it has been sealed up for hundreds of years. If the characters return to Ten-Towns with Sahnar in tow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and light equivalent to that of a campfire and can’t be extinguished. E4. Sarcophagus and Crystal Pillars Atop the eastern berm, a granite sarcophagus rests in a half-circle defined by five crystal
the tomb’s current inhabitants, Ten-Towns, or the present state of affairs in Icewind Dale, since it has been sealed up for hundreds of years. If the characters return to Ten-Towns with Sahnar in tow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and light equivalent to that of a campfire and can’t be extinguished. E4. Sarcophagus and Crystal Pillars Atop the eastern berm, a granite sarcophagus rests in a half-circle defined by five crystal
the tomb’s current inhabitants, Ten-Towns, or the present state of affairs in Icewind Dale, since it has been sealed up for hundreds of years. If the characters return to Ten-Towns with Sahnar in tow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of the ship—Compass Rose—engraved and inlaid with mother-of-pearl, though in the wheel’s current position the name is upside down. If a character turns the wheel, it snaps free of its axle and falls
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of the ship—Compass Rose—engraved and inlaid with mother-of-pearl, though in the wheel’s current position the name is upside down. If a character turns the wheel, it snaps free of its axle and falls
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of the ship—Compass Rose—engraved and inlaid with mother-of-pearl, though in the wheel’s current position the name is upside down. If a character turns the wheel, it snaps free of its axle and falls
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DM’s discretion, you might also have a renown score in a guild you don’t belong
Azorius, Orzhov, and Boros — have well-defined hierarchies that characters can ascend through as they improve their renown scores. Other guilds have positions of honor that characters can apply for if
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DM’s discretion, you might also have a renown score in a guild you don’t belong
Azorius, Orzhov, and Boros — have well-defined hierarchies that characters can ascend through as they improve their renown scores. Other guilds have positions of honor that characters can apply for if
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DM’s discretion, you might also have a renown score in a guild you don’t belong
Azorius, Orzhov, and Boros — have well-defined hierarchies that characters can ascend through as they improve their renown scores. Other guilds have positions of honor that characters can apply for if
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coffin is a mimic left to guard this area by agents of the Six. In its current form, this monster is indistinguishable from an object, so it surprises any group that has no means to detect it before
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coffin is a mimic left to guard this area by agents of the Six. In its current form, this monster is indistinguishable from an object, so it surprises any group that has no means to detect it before
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coffin is a mimic left to guard this area by agents of the Six. In its current form, this monster is indistinguishable from an object, so it surprises any group that has no means to detect it before
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unflattering critique of their current coiffure. While Danthelon may never have been a real adventurer, he loves associating with them, and constantly keeps his ears open for rumors and opportunities
. Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little Calimshan is sharply defined by brick-and-plaster walls, 15






