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Returning 35 results for 'both bottom diffusing command rough'.
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Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
command, illusory script
2nd
enthrall, ray of enfeeblement, zone of truth
3rd
bestow curse, speak with dead, spirit guardians
4th
blight, death ward
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
incense, vestments, a set of common clothes, and a pouch containing 15 gp
FEATURE: SHELTER OF THE FAITHFUL
As an acolyte, you command the respect of those who share your faith, and you can perform
society among my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world
Monsters
Mythic Odysseys of Theros
settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will
Tromokratis.
Rough Waters. Tromokratis is a particularly cantankerous nadir kraken that has claimed all the sea as its territory. A tumultuous sea is often attributed to Tromokratis battling another kraken
Backgrounds
Baldur’s Gate: Descent into Avernus
an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing
tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7
I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
Dwarf
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races
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H22. Crypts These rough-hewn passageways contain unmarked stone caskets in alcoves. Sealed within each casket are the bones, rusty armor, and rusty weapons of warriors who fell in battle under Delsendra Amzarr’s command.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H22. Crypts These rough-hewn passageways contain unmarked stone caskets in alcoves. Sealed within each casket are the bones, rusty armor, and rusty weapons of warriors who fell in battle under Delsendra Amzarr’s command.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H22. Crypts These rough-hewn passageways contain unmarked stone caskets in alcoves. Sealed within each casket are the bones, rusty armor, and rusty weapons of warriors who fell in battle under Delsendra Amzarr’s command.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ascends through the body of the flying fortress to a 10-foot-diameter, spherical iron cistern directly below the command deck. The pipe is 400 feet long from top to bottom and has access hatches leading to
, 10-foot-square hatch on the flat top of the flying fortress. The hatch is watched by the bone devils that fly above the fortress and leads to a corridor just outside the bridge on the command deck
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ascends through the body of the flying fortress to a 10-foot-diameter, spherical iron cistern directly below the command deck. The pipe is 400 feet long from top to bottom and has access hatches leading to
, 10-foot-square hatch on the flat top of the flying fortress. The hatch is watched by the bone devils that fly above the fortress and leads to a corridor just outside the bridge on the command deck
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ascends through the body of the flying fortress to a 10-foot-diameter, spherical iron cistern directly below the command deck. The pipe is 400 feet long from top to bottom and has access hatches leading to
, 10-foot-square hatch on the flat top of the flying fortress. The hatch is watched by the bone devils that fly above the fortress and leads to a corridor just outside the bridge on the command deck
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor falls through it and plummets to the bottom of the pit, taking damage as normal. A creature can climb the pit’s rough walls with a successful DC 15 Strength (Athletics) check.
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3. Treasure
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Monsters
Fizban's Treasury of Dragons
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and gems in an underwater cave (at the bottom of the map), the entrance
Monsters
Fizban's Treasury of Dragons
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
gems in an underwater cave (at the bottom of the map), the entrance to which lies 40 feet below the surface of the subterranean pool.
Hatchery. The dragon has lovingly arranged the three small
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
the trap door on the roof is “mimsy.” The command word to transform the tower into a one-inch metal cube is “brillig,” but speaking it has no effect since the shadow demons are still inside. To return






