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Returning 35 results for 'both both direction corrupted remaining'.
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both both directing corrupted reining
Monsters
Fizban's Treasury of Dragons
abomination is the final stage of a grafter’s transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last
their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon’s lust for treasure.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Incite the Hunters (Recharges
Baphomet
Legacy
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Monsters
Out of the Abyss
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
, creating one or more of the following effects:
Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
Corrupted
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
within 15 feet of the light’s source while the remaining kindori keep their distance. Lassoing and Riding a Kindori A character who has a rope can use an action to try to lasso a kindori, treating the
. Lassoing or riding a kindori doesn’t cause it to attack. A kindori lashed to the Second Wind with rope pulls the ship across space in whatever direction it is headed. Krux knows the way to Topolah’s tower
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
within 15 feet of the light’s source while the remaining kindori keep their distance. Lassoing and Riding a Kindori A character who has a rope can use an action to try to lasso a kindori, treating the
. Lassoing or riding a kindori doesn’t cause it to attack. A kindori lashed to the Second Wind with rope pulls the ship across space in whatever direction it is headed. Krux knows the way to Topolah’s tower
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
within 15 feet of the light’s source while the remaining kindori keep their distance. Lassoing and Riding a Kindori A character who has a rope can use an action to try to lasso a kindori, treating the
. Lassoing or riding a kindori doesn’t cause it to attack. A kindori lashed to the Second Wind with rope pulls the ship across space in whatever direction it is headed. Krux knows the way to Topolah’s tower
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Development Another tunnel on the opposite side of the cavern heads off in a different direction than where Yeenoghu led his pack. Characters who defeat the remaining gnolls can continue on their way
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Development Another tunnel on the opposite side of the cavern heads off in a different direction than where Yeenoghu led his pack. Characters who defeat the remaining gnolls can continue on their way
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
your direction.
The modrons’ belief that the Outlands have been corrupted are so strong that they’ve shaken the underpinnings of the plane. Now these mistaken beliefs manifest as a planar incarnate
the Outlands, one overrun with evil Fiends. This becomes clear a moment later when X01’s shouting escalates. Proceed with the following section. Corrupted Data The modron’s shouting becomes a screech
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Development Another tunnel on the opposite side of the cavern heads off in a different direction than where Yeenoghu led his pack. Characters who defeat the remaining gnolls can continue on their way
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
your direction.
The modrons’ belief that the Outlands have been corrupted are so strong that they’ve shaken the underpinnings of the plane. Now these mistaken beliefs manifest as a planar incarnate
the Outlands, one overrun with evil Fiends. This becomes clear a moment later when X01’s shouting escalates. Proceed with the following section. Corrupted Data The modron’s shouting becomes a screech
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
your direction.
The modrons’ belief that the Outlands have been corrupted are so strong that they’ve shaken the underpinnings of the plane. Now these mistaken beliefs manifest as a planar incarnate
the Outlands, one overrun with evil Fiends. This becomes clear a moment later when X01’s shouting escalates. Proceed with the following section. Corrupted Data The modron’s shouting becomes a screech
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that one first!”
The character is singled out by 1d4 + 2 commoners who have become corrupted by the chardalyn dragon’s Malevolent Presence. Each one wields a handaxe that deals 3 (1d6) slashing damage
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that one first!”
The character is singled out by 1d4 + 2 commoners who have become corrupted by the chardalyn dragon’s Malevolent Presence. Each one wields a handaxe that deals 3 (1d6) slashing damage
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
werewolves. When the characters arrive on the scene, the cultists’ depredations have corrupted the water of the pool, setting the stage for Malar’s final act in his campaign of terror. Malar believes that
there is no better way to demonstrate his dominance than by using his cult members to help bring forth a corrupted version of the avatar of Lurue the Unicorn to serve the Beast Lord’s ends in his
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that one first!”
The character is singled out by 1d4 + 2 commoners who have become corrupted by the chardalyn dragon’s Malevolent Presence. Each one wields a handaxe that deals 3 (1d6) slashing damage
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gale’s Eye Tower Magic A creature within 5 feet of the Labyrinth Funnel can safely attune to it (remaining outside it) as if it were a magic item. While attuned to it and within the control chamber
, can stop the tower, or can change the tower’s speed, to a maximum of 12 miles per hour (120 feet per round), in a direction of the creature’s choice. Perpetual Storm. While uncontrolled, the storm
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
werewolves. When the characters arrive on the scene, the cultists’ depredations have corrupted the water of the pool, setting the stage for Malar’s final act in his campaign of terror. Malar believes that
there is no better way to demonstrate his dominance than by using his cult members to help bring forth a corrupted version of the avatar of Lurue the Unicorn to serve the Beast Lord’s ends in his
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
werewolves. When the characters arrive on the scene, the cultists’ depredations have corrupted the water of the pool, setting the stage for Malar’s final act in his campaign of terror. Malar believes that
there is no better way to demonstrate his dominance than by using his cult members to help bring forth a corrupted version of the avatar of Lurue the Unicorn to serve the Beast Lord’s ends in his
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gale’s Eye Tower Magic A creature within 5 feet of the Labyrinth Funnel can safely attune to it (remaining outside it) as if it were a magic item. While attuned to it and within the control chamber
, can stop the tower, or can change the tower’s speed, to a maximum of 12 miles per hour (120 feet per round), in a direction of the creature’s choice. Perpetual Storm. While uncontrolled, the storm
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gale’s Eye Tower Magic A creature within 5 feet of the Labyrinth Funnel can safely attune to it (remaining outside it) as if it were a magic item. While attuned to it and within the control chamber
, can stop the tower, or can change the tower’s speed, to a maximum of 12 miles per hour (120 feet per round), in a direction of the creature’s choice. Perpetual Storm. While uncontrolled, the storm
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
successful DC 16 Charisma (Intimidation) or Charisma (Persuasion) check convinces the king to retreat and take his remaining warriors with him. If the king is attacked or goaded into battle (on a failed check
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
successful DC 16 Charisma (Intimidation) or Charisma (Persuasion) check convinces the king to retreat and take his remaining warriors with him. If the king is attacked or goaded into battle (on a failed check
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
successful DC 16 Charisma (Intimidation) or Charisma (Persuasion) check convinces the king to retreat and take his remaining warriors with him. If the king is attacked or goaded into battle (on a failed check
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, created by a large infernal war machine barreling in your direction. Its crew consists of boar-headed and rat-headed humanoids, all wearing goggles.
Raggadragga
The incoming infernal war
Knucklebone. If the characters defeat the Goreguts Gang, they can take possession of the Demon Grinder, which burns through its remaining fuel in 6 hours. Treasure. Raggadragga carries three soul coins that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can approach the City of Spiders from literally any direction. However, all of these routes are known to the drow. The characters might have encountered a drow force on a previous attempt to reach
thorough search and a successful DC 20 Wisdom (Perception) check. Arrow slits on each floor allow the drow to cast spells and make ranged attacks in every direction while enjoying three-quarters cover
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can approach the City of Spiders from literally any direction. However, all of these routes are known to the drow. The characters might have encountered a drow force on a previous attempt to reach
thorough search and a successful DC 20 Wisdom (Perception) check. Arrow slits on each floor allow the drow to cast spells and make ranged attacks in every direction while enjoying three-quarters cover
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in