Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blocks being deep currents rebuke'.
Other Suggestions:
black being deep current refuge
blocks being dead current reduce
black being deep current reduce
blocks being deal current reduce
black bring deep current rebuke
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Defensive Rebuke. If a
, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth
Monsters
Mordenkainen's Fiendish Folio Volume 1
make a single melee attack.Defensive Rebuke. If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.Cruel, vicious
for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient
Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
some wrong affecting those she’d prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.
Bident of the Deep. Thassa’s signature weapon thrums with the icy
Monsters
Mythic Odysseys of Theros
patternNaiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force
, naiads gather to revel in nature’s might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above
Monsters
Mythic Odysseys of Theros
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come
Monsters
Icewind Dale: Rime of the Frostmaiden
concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature
that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Hellish Rebuke","rollDamageType
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Sea Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen’s Tome of Foes
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and
, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all sharks. But even if the sea elves inexplicably began worshiping Sekolah, the sahuagin still wouldn’t be able to get along
Monsters
Eberron: Rising from the Last War
(4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with
, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside — still bound to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Use the tables and other information in this section to craft unique encounters with deep dragons. Deep dragon stat blocks appear in chapter 6 .
Deep Dragons There is a deep dragon saying that translates roughly to “Thorough is as thorough does,” but more literally, “Uncover every last stone!” Every last stone?! Sounds exhausting.
-Fizban
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep Magic The Forsaken Deep has the following properties: Lightning Archive. A creature touching an archive can use an action to access the stored knowledge. Roll a d10. On a 1 or 2, the
currents flow from each rift, each traveling about 200 feet before they meet and well upward, 500 feet below the fortress. By swimming against the current, a creature can pass through the rift that’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Offering If allowed to do so, Ploopploopeen brings the characters to his quarters near the Shrine of the Deep Mother. There they meet Glooglugogg, who loudly tells his father in Undercommon that
he sees no need for outsiders to be involved in sacred matters. The archpriest dismisses his son’s concerns with a negligent wave, telling Glooglugogg that he must flow with the currents of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
, against the sandbar’s DC. Sandbar DCs DC Description 10 Deep sandbar 15 Moderate sandbar 20 Shallow sandbar
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Turtle Lairs Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor, though some dragon turtles prefer
coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
, and they consider the entire sea to be their domain.
Adding to the tension, the sahuagin worship Sekolah, the shark god, while Deep Sashelas, the sea deity of the elves, is a sworn enemy of all
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
with Bright Light during the day. At night, the tree canopy blocks any moonlight, leaving the grove in Darkness. Stream A small stream winds through the eastern side of the grove. The stream is five feet
wide and only a few inches deep. However, draconic magic has tainted the water. A creature that drinks from the stream must succeed on a DC 12 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
structure is open, airy, and constructed of stone blocks. The floors are hardwood, and the bedroom, study, trophy room, and dining room have carpets that cover most of the floor space in those rooms. The
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip. Denizens of the Deep
Earth. In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deep into the earth, and near portals to the Underworld. Lampad
Medium fey, neutral evil
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
13
lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature’s might. Individual naiads often grow
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
overrun with orcs in league with half-orc spellcasters. Deep in the forest, atop a cave-riddled hill, is a circle of standing stones where the evil half-orcs perform their dark rites.” Xanth avoids
there, and is willing to wait until the characters are done exploring the barrow. The Circle of Thunder is roughly 40 miles away, deep within the forest. CATACOMBS FEATURES
A series of chambers and
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
Crannog Ansicr. Reasons to Visit Adventurers might visit Druim Calad for one of the following reasons. A Simple Job. Myyn calls on the characters to investigate the murder of an informant deep in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are dressed with well-fitted stone blocks. Floors All floors are smooth, natural stone. Light None. The boxed text assumes the characters have light sources or darkvision. Stalagmites Found in many
come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine connects to an underground hot spring. The
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
eccentricities of their more fantastical neighbors. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Knight of Eldraine in this collection. Elves
, though some still reside within crumbling forts and overgrown castles that dot the wilds. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Redtooth
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Endless Web exacts her undying revenge upon two more champions of the gods
(BRIAN VALEZA) This chapter provides stat blocks for a variety of creatures unique to Theros, including mythic monsters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
these caverns are massive, with immeasurably deep water and vaulted ceilings far outside the range of any light. Others are narrow, with only a few feet of space between the ceiling and the surface of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
White Dragon Lairs A white dragon’s lair is a place of freezing temperatures and profound solitude. Forgotten mountain holds, inaccessible chasms, and frozen caverns buried deep beneath glacial ice
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
dreamwalker
Storm giant quintessent
Humanoids Abjurer
Apprentice wizard
Archdruid
Archer
Bard
Blackguard
Champion
Conjurer
Deep scion
Diviner
Enchanter
Evoker
Firenewt warrior
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Exceptions are noted in the text. Lava The lava around the hold and in the harbor is 10 feet deep, while the stream of lava pouring from area B22 is 2 feet deep. Any creature that enters lava for the first
time on a turn or starts its turn there takes 55 (10d10) fire damage. Outer Walls The hold’s 20-foot-thick curtain walls are faced with blocks of carved basalt and filled with a rubble core. The walls






