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Returning 28 results for 'both better diffusing currents rushing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
mathematics to better understand nature. She places an emphasis on practical magic that improves daily life through applied calculations. She rolls her eyes at Dean Imbraham’s theories, dismissing them as
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->Strixhaven: A Curriculum of Chaos
mathematics to better understand nature. She places an emphasis on practical magic that improves daily life through applied calculations. She rolls her eyes at Dean Imbraham’s theories, dismissing them as
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->Strixhaven: A Curriculum of Chaos
mathematics to better understand nature. She places an emphasis on practical magic that improves daily life through applied calculations. She rolls her eyes at Dean Imbraham’s theories, dismissing them as
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->Princes of the Apocalypse
like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. Olhydra surges forth tirelessly and
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. Olhydra surges forth tirelessly and
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. Olhydra surges forth tirelessly and
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
in a spacious vault at the center of the warren, where the celestial fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
in a spacious vault at the center of the warren, where the celestial fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
in a spacious vault at the center of the warren, where the celestial fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect
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
, Halinaxus (see area W11) guards the fire portal and fights to the death to protect it. A fire elemental myrmidon (see chapter 7) stands before the altar in plain view, rushing forward to attack anyone
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
, Halinaxus (see area W11) guards the fire portal and fights to the death to protect it. A fire elemental myrmidon (see chapter 7) stands before the altar in plain view, rushing forward to attack anyone
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
, Halinaxus (see area W11) guards the fire portal and fights to the death to protect it. A fire elemental myrmidon (see chapter 7) stands before the altar in plain view, rushing forward to attack anyone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out of the wall of this large cave, filling a swirling pool and then coursing through a passage to the north. A winding footpath follows the rushing stream. In addition to the stream’s passage, there
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out of the wall of this large cave, filling a swirling pool and then coursing through a passage to the north. A winding footpath follows the rushing stream. In addition to the stream’s passage, there
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out of the wall of this large cave, filling a swirling pool and then coursing through a passage to the north. A winding footpath follows the rushing stream. In addition to the stream’s passage, there
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
eastern seat, larger and better decorated than an ordinary bench but not so finely as the baroness’s and baron’s, is for Blademaster Makaht. Any sahuagin of lesser rank caught in these seats immediately
block the exit. The rest watch the fight with glee, rushing to join the fight if three or more champions are slain or the characters rush past the sahuagin guarding the exit. An intrusion into the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room. The coral fountain spouts fresh water (see “Treasure”), which the giants drink from their conch shells. The giant visitors know better than to start a fight in here. They have no interest in
back of her pet killer whale. Dealing with the Giant Lords Ordning or no, Count Vaal, Duchess Tartha, Jarl Hellenhild, and Thane Braxow know better than to defy the storm giants in their own stronghold
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. Secret Effect: When this charm vanishes from you, one NPC who doesn’t like you (determined by the DM) now thinks better of you.
5 Charm of the Evoker. This charm allows you to cast the dancing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
eastern seat, larger and better decorated than an ordinary bench but not so finely as the baroness’s and baron’s, is for Blademaster Makaht. Any sahuagin of lesser rank caught in these seats immediately
block the exit. The rest watch the fight with glee, rushing to join the fight if three or more champions are slain or the characters rush past the sahuagin guarding the exit. An intrusion into the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
eastern seat, larger and better decorated than an ordinary bench but not so finely as the baroness’s and baron’s, is for Blademaster Makaht. Any sahuagin of lesser rank caught in these seats immediately
block the exit. The rest watch the fight with glee, rushing to join the fight if three or more champions are slain or the characters rush past the sahuagin guarding the exit. An intrusion into the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room. The coral fountain spouts fresh water (see “Treasure”), which the giants drink from their conch shells. The giant visitors know better than to start a fight in here. They have no interest in
back of her pet killer whale. Dealing with the Giant Lords Ordning or no, Count Vaal, Duchess Tartha, Jarl Hellenhild, and Thane Braxow know better than to defy the storm giants in their own stronghold
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room. The coral fountain spouts fresh water (see “Treasure”), which the giants drink from their conch shells. The giant visitors know better than to start a fight in here. They have no interest in
back of her pet killer whale. Dealing with the Giant Lords Ordning or no, Count Vaal, Duchess Tartha, Jarl Hellenhild, and Thane Braxow know better than to defy the storm giants in their own stronghold
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. Secret Effect: When this charm vanishes from you, one NPC who doesn’t like you (determined by the DM) now thinks better of you.
5 Charm of the Evoker. This charm allows you to cast the dancing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. Secret Effect: When this charm vanishes from you, one NPC who doesn’t like you (determined by the DM) now thinks better of you.
5 Charm of the Evoker. This charm allows you to cast the dancing






