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Returning 35 results for 'both bottom diffusing compelled regards'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
XP) Proficiency Bonus +4
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks
hexton modron (top), a septon modron (middle), and two octon modrons
(bottom) oversee the smooth functioning of devices on the Plane of Mechanus
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
XP) Proficiency Bonus +4
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks
hexton modron (top), a septon modron (middle), and two octon modrons
(bottom) oversee the smooth functioning of devices on the Plane of Mechanus
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
XP) Proficiency Bonus +4
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks
hexton modron (top), a septon modron (middle), and two octon modrons
(bottom) oversee the smooth functioning of devices on the Plane of Mechanus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level 23 only.”
Pit The open pit used to be 30 feet deep, but now the bottom 10 feet of the hole are filled with stone rubble. Its sides are smooth and can’t be ascended or descended without magic
(not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth “awoke” the next day as a revenant, compelled to find and kill the three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level 23 only.”
Pit The open pit used to be 30 feet deep, but now the bottom 10 feet of the hole are filled with stone rubble. Its sides are smooth and can’t be ascended or descended without magic
(not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth “awoke” the next day as a revenant, compelled to find and kill the three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level 23 only.”
Pit The open pit used to be 30 feet deep, but now the bottom 10 feet of the hole are filled with stone rubble. Its sides are smooth and can’t be ascended or descended without magic
(not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth “awoke” the next day as a revenant, compelled to find and kill the three
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
checks. 31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. 41-45 The character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. 31–40 The character regards something (usually the source of madness) with intense revulsion
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
checks. 31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. 41-45 The character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
checks. 31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. 41-45 The character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. 31–40 The character regards something (usually the source of madness) with intense revulsion
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. 31–40 The character regards something (usually the source of madness) with intense revulsion
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and
ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and
ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and
ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
danger of sinking to the bottom of the harbor. His two friends are trying to pull him out of the hole, but he’s too heavy. The children are roughly 30 feet away. A character within arm’s reach of Jenks
party’s favor, Grinda Garloth (see area D2) appears and uses her magic to aid them. Next Encounter Armed with information from Agorn Fuoco or his hire-coach driver, the characters might feel compelled to pay a visit to Yellowspire in the Castle Ward. Proceed with encounter 7, “Old Tower.”
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
danger of sinking to the bottom of the harbor. His two friends are trying to pull him out of the hole, but he’s too heavy. The children are roughly 30 feet away. A character within arm’s reach of Jenks
party’s favor, Grinda Garloth (see area D2) appears and uses her magic to aid them. Next Encounter Armed with information from Agorn Fuoco or his hire-coach driver, the characters might feel compelled to pay a visit to Yellowspire in the Castle Ward. Proceed with encounter 7, “Old Tower.”
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
danger of sinking to the bottom of the harbor. His two friends are trying to pull him out of the hole, but he’s too heavy. The children are roughly 30 feet away. A character within arm’s reach of Jenks
party’s favor, Grinda Garloth (see area D2) appears and uses her magic to aid them. Next Encounter Armed with information from Agorn Fuoco or his hire-coach driver, the characters might feel compelled to pay a visit to Yellowspire in the Castle Ward. Proceed with encounter 7, “Old Tower.”
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
hit points. After being released from its menhir, a marilith can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the
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
hit points. After being released from its menhir, a marilith can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the
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
hit points. After being released from its menhir, a marilith can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Fissure When the fissure opened up at the bottom of the sinkhole, it exposed a number of tunnels used for a variety of purposes and by a multitude of people over the years. The first of the
dangles down into the darkness. The tear in the earth descends at an angle, making it impossible to see how far down it goes or what waits at the bottom.
Descending into the fissure is easily done by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Fissure When the fissure opened up at the bottom of the sinkhole, it exposed a number of tunnels used for a variety of purposes and by a multitude of people over the years. The first of the
dangles down into the darkness. The tear in the earth descends at an angle, making it impossible to see how far down it goes or what waits at the bottom.
Descending into the fissure is easily done by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Fissure When the fissure opened up at the bottom of the sinkhole, it exposed a number of tunnels used for a variety of purposes and by a multitude of people over the years. The first of the
dangles down into the darkness. The tear in the earth descends at an angle, making it impossible to see how far down it goes or what waits at the bottom.
Descending into the fissure is easily done by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
faucet and into the washtub, which has a drain plug in the bottom of it. C11: Music Hall This spacious room contains several large instruments, including a harp, a harpsichord, a piano, a cello, and
spell (save DC 14). On a successful saving throw, the creature resists the spell. On a failed saving throw, the creature is compelled to leave the room empty-handed and not return for 8 hours (the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
faucet and into the washtub, which has a drain plug in the bottom of it. C11: Music Hall This spacious room contains several large instruments, including a harp, a harpsichord, a piano, a cello, and
spell (save DC 14). On a successful saving throw, the creature resists the spell. On a failed saving throw, the creature is compelled to leave the room empty-handed and not return for 8 hours (the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
faucet and into the washtub, which has a drain plug in the bottom of it. C11: Music Hall This spacious room contains several large instruments, including a harp, a harpsichord, a piano, a cello, and
spell (save DC 14). On a successful saving throw, the creature resists the spell. On a failed saving throw, the creature is compelled to leave the room empty-handed and not return for 8 hours (the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doors on the captain’s ship. Book Cabinet. Each captain keeps a modest collection of mundane books. Each hides his spellbook in a secret space under the bottom shelf, which can be found with a successful
(see below). If separated from Jarlaxle and compelled to divulge information about their host, Margo and Khafeyta reveal some or all of the following facts: Zardoz Zord is a drow named Jarlaxle in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doors on the captain’s ship. Book Cabinet. Each captain keeps a modest collection of mundane books. Each hides his spellbook in a secret space under the bottom shelf, which can be found with a successful
(see below). If separated from Jarlaxle and compelled to divulge information about their host, Margo and Khafeyta reveal some or all of the following facts: Zardoz Zord is a drow named Jarlaxle in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doors on the captain’s ship. Book Cabinet. Each captain keeps a modest collection of mundane books. Each hides his spellbook in a secret space under the bottom shelf, which can be found with a successful
(see below). If separated from Jarlaxle and compelled to divulge information about their host, Margo and Khafeyta reveal some or all of the following facts: Zardoz Zord is a drow named Jarlaxle in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
nonmagical. Even if his claim is proven false, Xinipax still regards the wineskin as a worthy gift. Xinipax doesn’t know what turned him to stone or how long he was petrified. After bestowing his gift
isn’t taken from the hand, it can be retrieved from the bottom of the lake, which is 10 feet deep. Taking the Crown. Its sharp needles make the crown difficult to handle without gloves or gauntlets






