Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both bottom diffusing changes reining'.
Other Suggestions:
both bottle diffusing charges remaining
both bottle diffusing charges reading
both bottle diffusing charges regaining
both bottom diffusing channel reciting
both button diffusing charges remaining
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and then perhaps annoying. The water level changes whenever you want it to, taking 1d10 minutes to go from high to low or vice versa. High Water Features Depth. The water’s depth is 5 feet. Creatures
that don’t have a swimming speed move at half speed through the water. Visibility. Visibility underwater is 10 feet. Low Water Features Difficult Terrain. The sticky mud of the exposed swamp bottom is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and then perhaps annoying. The water level changes whenever you want it to, taking 1d10 minutes to go from high to low or vice versa. High Water Features Depth. The water’s depth is 5 feet. Creatures
that don’t have a swimming speed move at half speed through the water. Visibility. Visibility underwater is 10 feet. Low Water Features Difficult Terrain. The sticky mud of the exposed swamp bottom is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pens have simple gates built into them. Each pen contains one or more wooden food troughs. Use the goat for the sheep, with the following changes: It is a Small beast with 3 (1d6) hit points. Its
succeeding on a DC 22 Strength (Athletics) check. A hill giant can do it without needing to make the check. North of the stockyard, a mud trail climbs a ramp and curves back toward area 1. At the bottom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pens have simple gates built into them. Each pen contains one or more wooden food troughs. Use the goat for the sheep, with the following changes: It is a Small beast with 3 (1d6) hit points. Its
succeeding on a DC 22 Strength (Athletics) check. A hill giant can do it without needing to make the check. North of the stockyard, a mud trail climbs a ramp and curves back toward area 1. At the bottom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pens have simple gates built into them. Each pen contains one or more wooden food troughs. Use the goat for the sheep, with the following changes: It is a Small beast with 3 (1d6) hit points. Its
succeeding on a DC 22 Strength (Athletics) check. A hill giant can do it without needing to make the check. North of the stockyard, a mud trail climbs a ramp and curves back toward area 1. At the bottom
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and then perhaps annoying. The water level changes whenever you want it to, taking 1d10 minutes to go from high to low or vice versa. High Water Features Depth. The water’s depth is 5 feet. Creatures
that don’t have a swimming speed move at half speed through the water. Visibility. Visibility underwater is 10 feet. Low Water Features Difficult Terrain. The sticky mud of the exposed swamp bottom is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four shambling mounds made entirely of skulls and bones, with these changes: The shambling mounds are undead. Instead of immunity to lightning damage, they have immunity to necrotic and poison damage
. The statue is a stone golem with a challenge rating of 11 (7,200 XP) and these changes: The statue is Huge and has 230 (20d12 + 100) hit points. It understands Abyssal but can’t speak. It can climb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four shambling mounds made entirely of skulls and bones, with these changes: The shambling mounds are undead. Instead of immunity to lightning damage, they have immunity to necrotic and poison damage
. The statue is a stone golem with a challenge rating of 11 (7,200 XP) and these changes: The statue is Huge and has 230 (20d12 + 100) hit points. It understands Abyssal but can’t speak. It can climb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four shambling mounds made entirely of skulls and bones, with these changes: The shambling mounds are undead. Instead of immunity to lightning damage, they have immunity to necrotic and poison damage
. The statue is a stone golem with a challenge rating of 11 (7,200 XP) and these changes: The statue is Huge and has 230 (20d12 + 100) hit points. It understands Abyssal but can’t speak. It can climb
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
for some unknown offense. The giant slug has no recollection of its previous life and has the statistics of a carrion crawler, with the following changes: The giant slug has 66 hit points.
It has a
cleric of Umberlee used this basin as a scrying pool. Pipes built into its base fill the basin with seawater until it overflows. At the bottom of the basin, under 10 gallons of seawater, are two rusty
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant princes, whose positions are based on wealth that passes from generation to generation in the same family, the identities and even the number of the beggar princes changes continually. The Old City
. Although the level of refuse in the pit rises and falls, the pit never gets full. This is thanks to an unknown number of otyughs living at the bottom and eating their fill daily. They’re content to remain in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
for some unknown offense. The giant slug has no recollection of its previous life and has the statistics of a carrion crawler, with the following changes: The giant slug has 66 hit points.
It has a
cleric of Umberlee used this basin as a scrying pool. Pipes built into its base fill the basin with seawater until it overflows. At the bottom of the basin, under 10 gallons of seawater, are two rusty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
successful DC 20 Strength (Athletics) check. Borrowing the Apparatus. Grinda allows the characters to borrow her apparatus of Kwalish on the condition that they first use the device to search the bottom of
to mention this to the characters for fear of scaring them off. Obliteros is a giant shark, with these changes: The shark’s alignment is chaotic evil. Its Intelligence score is 10 (+0), and it can speak and understand Aquan.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
successful DC 20 Strength (Athletics) check. Borrowing the Apparatus. Grinda allows the characters to borrow her apparatus of Kwalish on the condition that they first use the device to search the bottom of
to mention this to the characters for fear of scaring them off. Obliteros is a giant shark, with these changes: The shark’s alignment is chaotic evil. Its Intelligence score is 10 (+0), and it can speak and understand Aquan.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
successful DC 20 Strength (Athletics) check. Borrowing the Apparatus. Grinda allows the characters to borrow her apparatus of Kwalish on the condition that they first use the device to search the bottom of
to mention this to the characters for fear of scaring them off. Obliteros is a giant shark, with these changes: The shark’s alignment is chaotic evil. Its Intelligence score is 10 (+0), and it can speak and understand Aquan.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant princes, whose positions are based on wealth that passes from generation to generation in the same family, the identities and even the number of the beggar princes changes continually. The Old City
. Although the level of refuse in the pit rises and falls, the pit never gets full. This is thanks to an unknown number of otyughs living at the bottom and eating their fill daily. They’re content to remain in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant princes, whose positions are based on wealth that passes from generation to generation in the same family, the identities and even the number of the beggar princes changes continually. The Old City
. Although the level of refuse in the pit rises and falls, the pit never gets full. This is thanks to an unknown number of otyughs living at the bottom and eating their fill daily. They’re content to remain in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
for some unknown offense. The giant slug has no recollection of its previous life and has the statistics of a carrion crawler, with the following changes: The giant slug has 66 hit points.
It has a
cleric of Umberlee used this basin as a scrying pool. Pipes built into its base fill the basin with seawater until it overflows. At the bottom of the basin, under 10 gallons of seawater, are two rusty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as experimental subjects. Berlain is an archmage, with these changes: Berlain is a chaotic evil aberration who speaks Common, Deep Speech, Grell, and Undercommon. She has the polymorph spell prepared
language. The grells try to grapple and subdue intruders on sight. Treasure. The chest of drawers contains torn-up scraps of clothing. In the bottom drawer is an unlocked coffer containing 300 gp, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as experimental subjects. Berlain is an archmage, with these changes: Berlain is a chaotic evil aberration who speaks Common, Deep Speech, Grell, and Undercommon. She has the polymorph spell prepared
language. The grells try to grapple and subdue intruders on sight. Treasure. The chest of drawers contains torn-up scraps of clothing. In the bottom drawer is an unlocked coffer containing 300 gp, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as experimental subjects. Berlain is an archmage, with these changes: Berlain is a chaotic evil aberration who speaks Common, Deep Speech, Grell, and Undercommon. She has the polymorph spell prepared
language. The grells try to grapple and subdue intruders on sight. Treasure. The chest of drawers contains torn-up scraps of clothing. In the bottom drawer is an unlocked coffer containing 300 gp, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sections of the staff) can be restored to a single section with a mending cantrip, as can pieces four and five (the bottom two sections). If the fifth piece is found, the entire staff can be restored
poisonous snake, with these changes: The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. It has immunity to poison damage and the poisoned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sections of the staff) can be restored to a single section with a mending cantrip, as can pieces four and five (the bottom two sections). If the fifth piece is found, the entire staff can be restored
poisonous snake, with these changes: The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. It has immunity to poison damage and the poisoned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sections of the staff) can be restored to a single section with a mending cantrip, as can pieces four and five (the bottom two sections). If the fifth piece is found, the entire staff can be restored
poisonous snake, with these changes: The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. It has immunity to poison damage and the poisoned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
25,000 gp or more changes its attitude to friendly. Raxxus won’t hurt the characters if it’s indifferent toward them and helps the characters if it’s friendly toward them. The nycaloth’s disposition
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
25,000 gp or more changes its attitude to friendly. Raxxus won’t hurt the characters if it’s indifferent toward them and helps the characters if it’s friendly toward them. The nycaloth’s disposition
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to damage and spells. The tunnel in the north wall slopes down to the bottom of the gladiatorial pit (area 4D) and leads to a cellblock beyond (area 4C). The wall relief depicts Shagambi (a kamadan
gladiator is a golem-like creature with a bronze spear in one hand and a wooden shield in the other. It has the statistics of a gladiator, with these changes: The clay gladiator is an unaligned
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
so again for 1 year and 1 day. C3: Haunted Cavern The floor of this cavern is ridged like sand at the bottom of a stream. It’s dotted with slender stalagmites and littered with broken stalactites from
succeeds on a DC 17 Wisdom (Perception) check notices the mud elementals. Each mud elemental uses the water elemental stat block with the following changes: It has advantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
25,000 gp or more changes its attitude to friendly. Raxxus won’t hurt the characters if it’s indifferent toward them and helps the characters if it’s friendly toward them. The nycaloth’s disposition






