Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blocks blasting diffusing currents respectively'.
Other Suggestions:
black bursting diffusing current respectively
black blasting diffusing current respectively
blows blessing diffusing currents respectively
block bursting diffusing current respectively
books blessing diffusing currents respectively
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
following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
circlet of blasting, or the like) and learned how to use it.
Booyahg Whip. Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblins
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
smoking pipe (25 gp) 67–68 Case containing 2d12 blocks of insect repellent incense 69–70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71
) 93–94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock’s key is missing) 95–96 Jar of Keoghtom’s ointment 97–98 Horn of blasting 99–00 Wand of secrets
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
smoking pipe (25 gp) 67–68 Case containing 2d12 blocks of insect repellent incense 69–70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71
) 93–94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock’s key is missing) 95–96 Jar of Keoghtom’s ointment 97–98 Horn of blasting 99–00 Wand of secrets
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
smoking pipe (25 gp) 67–68 Case containing 2d12 blocks of insect repellent incense 69–70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71
) 93–94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock’s key is missing) 95–96 Jar of Keoghtom’s ointment 97–98 Horn of blasting 99–00 Wand of secrets
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
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.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
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.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
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.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
. GRUNGS OF DUNGRUNGLUNG
The following grungs have key roles to play in Dungrunglung. For grung statistics, see appendix D.
Groak (gold grung elite warrior wearing a circlet of blasting) is the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
. GRUNGS OF DUNGRUNGLUNG
The following grungs have key roles to play in Dungrunglung. For grung statistics, see appendix D.
Groak (gold grung elite warrior wearing a circlet of blasting) is the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
. GRUNGS OF DUNGRUNGLUNG
The following grungs have key roles to play in Dungrunglung. For grung statistics, see appendix D.
Groak (gold grung elite warrior wearing a circlet of blasting) is the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
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
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
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
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
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
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
10-foot-deep troughs to the south and east, and forced westward and northward along troughs that lead to areas 12d and 12e, respectively. 12d. West Water Collector The ceiling in this chamber forms a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
10-foot-deep troughs to the south and east, and forced westward and northward along troughs that lead to areas 12d and 12e, respectively. 12d. West Water Collector The ceiling in this chamber forms a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
10-foot-deep troughs to the south and east, and forced westward and northward along troughs that lead to areas 12d and 12e, respectively. 12d. West Water Collector The ceiling in this chamber forms a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
handsome man in a green-and-gold tunic and fancy boots saunters out of the bushes. “Hello,” he says casually as he blocks your path. “I’m Pral. Perhaps you’ve heard of me. Who am I kidding? Of course you
negative circumstances, respectively. See the D&D Beyond Basic Rules for more on Advantage and Disadvantage.
In the “Bandit Ambush” encounter, Pral is Hostile, so characters have Disadvantage on checks to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
handsome man in a green-and-gold tunic and fancy boots saunters out of the bushes. “Hello,” he says casually as he blocks your path. “I’m Pral. Perhaps you’ve heard of me. Who am I kidding? Of course you
negative circumstances, respectively. See the D&D Beyond Basic Rules for more on Advantage and Disadvantage.
In the “Bandit Ambush” encounter, Pral is Hostile, so characters have Disadvantage on checks to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
handsome man in a green-and-gold tunic and fancy boots saunters out of the bushes. “Hello,” he says casually as he blocks your path. “I’m Pral. Perhaps you’ve heard of me. Who am I kidding? Of course you
negative circumstances, respectively. See the D&D Beyond Basic Rules for more on Advantage and Disadvantage.
In the “Bandit Ambush” encounter, Pral is Hostile, so characters have Disadvantage on checks to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tunnels connect this cave to areas P12 and area P18. Characters swimming underwater spot them automatically. Secret Passage. A one-way secret door blocks access to a submerged tunnel that ends at another
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->Princes of the Apocalypse
tunnels connect this cave to areas P12 and area P18. Characters swimming underwater spot them automatically. Secret Passage. A one-way secret door blocks access to a submerged tunnel that ends at another
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->Princes of the Apocalypse
tunnels connect this cave to areas P12 and area P18. Characters swimming underwater spot them automatically. Secret Passage. A one-way secret door blocks access to a submerged tunnel that ends at another
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






