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Returning 35 results for 'blocks blocking diffusing currents returner'.
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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
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
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->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->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->Quests from the Infinite Staircase
edge of this cave, combining into a narrow stream that trickles out the entrance.
Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
cruel patron god. The star’s impact caused the idol to topple and shatter. The fragments are worthless. D5: Collapsed Tunnel A short distance down the corridor, fallen masonry completely blocks the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
edge of this cave, combining into a narrow stream that trickles out the entrance.
Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
cruel patron god. The star’s impact caused the idol to topple and shatter. The fragments are worthless. D5: Collapsed Tunnel A short distance down the corridor, fallen masonry completely blocks the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
edge of this cave, combining into a narrow stream that trickles out the entrance.
Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
cruel patron god. The star’s impact caused the idol to topple and shatter. The fragments are worthless. D5: Collapsed Tunnel A short distance down the corridor, fallen masonry completely blocks the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
door swings into a 5-foot-wide tunnel that leads to a similar door blocking entry to area X29. Torture Closet. The small room to the south contains an array of torture devices, including whips, mallets
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
wall and comes to a halt. It blocks the door to the tomb, but the characters can escape. Poisoned Tempest Complex trap (level 11–16, deadly threat) This fiendish trap was built to eliminate intruders
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
door swings into a 5-foot-wide tunnel that leads to a similar door blocking entry to area X29. Torture Closet. The small room to the south contains an array of torture devices, including whips, mallets
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
door swings into a 5-foot-wide tunnel that leads to a similar door blocking entry to area X29. Torture Closet. The small room to the south contains an array of torture devices, including whips, mallets
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
wall and comes to a halt. It blocks the door to the tomb, but the characters can escape. Poisoned Tempest Complex trap (level 11–16, deadly threat) This fiendish trap was built to eliminate intruders
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
wall and comes to a halt. It blocks the door to the tomb, but the characters can escape. Poisoned Tempest Complex trap (level 11–16, deadly threat) This fiendish trap was built to eliminate intruders
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
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->Phandelver and Below: The Shattered Obelisk
don’t have ranged weapons, but Qunbraxel might attack through the narrow openings. Blocked Hall. The top of the mudslick tower blocks the end of this hall except for gaps only a few inches wide between
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
don’t have ranged weapons, but Qunbraxel might attack through the narrow openings. Blocked Hall. The top of the mudslick tower blocks the end of this hall except for gaps only a few inches wide between
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
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->Phandelver and Below: The Shattered Obelisk
don’t have ranged weapons, but Qunbraxel might attack through the narrow openings. Blocked Hall. The top of the mudslick tower blocks the end of this hall except for gaps only a few inches wide between
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opens a small vent in the center of the ceiling, and natural air currents draw the fumes out of the chamber in a few moments. Characters to notice the steady airflow. The vent closes again 1 minute
shrine. An ornate privacy screen blocks the view to the north. The southern room is circular and lavishly decorated.
If the efreeti from the Temple of Eternal Flame (see chapter 4) has withdrawn to its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opens a small vent in the center of the ceiling, and natural air currents draw the fumes out of the chamber in a few moments. Characters to notice the steady airflow. The vent closes again 1 minute
shrine. An ornate privacy screen blocks the view to the north. The southern room is circular and lavishly decorated.
If the efreeti from the Temple of Eternal Flame (see chapter 4) has withdrawn to its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opens a small vent in the center of the ceiling, and natural air currents draw the fumes out of the chamber in a few moments. Characters to notice the steady airflow. The vent closes again 1 minute
shrine. An ornate privacy screen blocks the view to the north. The southern room is circular and lavishly decorated.
If the efreeti from the Temple of Eternal Flame (see chapter 4) has withdrawn to its
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area






