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Returning 35 results for 'bottom been diffusing connection released'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Backgrounds
Ghosts of Saltmarsh
work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection
compensated.
3
I will fish the many famous waters of this land.
4
The gods saved me during a terrible storm, and I will honor their gift.
5
My destiny awaits me at the bottom of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
falls off the beam 30 feet to the bottom of the pit. If the crank is released once the secret door is open, it unwinds quickly, pulling the door shut. To prevent this, the lever can be pulled down to
. Rotating the wheel opens the secret door, but it also opens the floor in front of the wheel to reveal a 10-foot-square pit, at the bottom of which can be seen a pale shimmer of bones. There is a 1-foot
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
falls off the beam 30 feet to the bottom of the pit. If the crank is released once the secret door is open, it unwinds quickly, pulling the door shut. To prevent this, the lever can be pulled down to
. Rotating the wheel opens the secret door, but it also opens the floor in front of the wheel to reveal a 10-foot-square pit, at the bottom of which can be seen a pale shimmer of bones. There is a 1-foot
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
falls off the beam 30 feet to the bottom of the pit. If the crank is released once the secret door is open, it unwinds quickly, pulling the door shut. To prevent this, the lever can be pulled down to
. Rotating the wheel opens the secret door, but it also opens the floor in front of the wheel to reveal a 10-foot-square pit, at the bottom of which can be seen a pale shimmer of bones. There is a 1-foot
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->Mordenkainen's Tome of Foes
The Demonweb Connection Lolth’s personal realm is a layer of the Abyss known colloquially as the Demonweb Pits. Far from being intimidated by their deity’s connection to the Abyss, the drow revel in
actually yochlols in disguise, spying for Lolth. The higher a drow’s standing, the more worrisome this prospect becomes. After all, Lolth has little reason to care about those at the bottom of society
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Demonweb Connection Lolth’s personal realm is a layer of the Abyss known colloquially as the Demonweb Pits. Far from being intimidated by their deity’s connection to the Abyss, the drow revel in
actually yochlols in disguise, spying for Lolth. The higher a drow’s standing, the more worrisome this prospect becomes. After all, Lolth has little reason to care about those at the bottom of society
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Demonweb Connection Lolth’s personal realm is a layer of the Abyss known colloquially as the Demonweb Pits. Far from being intimidated by their deity’s connection to the Abyss, the drow revel in
actually yochlols in disguise, spying for Lolth. The higher a drow’s standing, the more worrisome this prospect becomes. After all, Lolth has little reason to care about those at the bottom of society
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an Underdark tunnel. The hook horror entered the mine through a hole in the wall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an Underdark tunnel. The hook horror entered the mine through a hole in the wall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an Underdark tunnel. The hook horror entered the mine through a hole in the wall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
39. Golem Pit A fifteen-foot-wide, fifteen-foot-deep pit dominates this chamber. At the bottom of the pit, an eight-foot-tall clay figure stands motionless beside a stone treasure chest. A silver key
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
39. Golem Pit A fifteen-foot-wide, fifteen-foot-deep pit dominates this chamber. At the bottom of the pit, an eight-foot-tall clay figure stands motionless beside a stone treasure chest. A silver key
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
dead giff’s grenades was primed but not released when the giff died at the bend in the corridor. At the end of each turn in combat, roll a d6. On a 6, the grenade rolls from the giff’s hand and goes off
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
39. Golem Pit A fifteen-foot-wide, fifteen-foot-deep pit dominates this chamber. At the bottom of the pit, an eight-foot-tall clay figure stands motionless beside a stone treasure chest. A silver key
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
dead giff’s grenades was primed but not released when the giff died at the bend in the corridor. At the end of each turn in combat, roll a d6. On a 6, the grenade rolls from the giff’s hand and goes off
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
dead giff’s grenades was primed but not released when the giff died at the bend in the corridor. At the end of each turn in combat, roll a d6. On a 6, the grenade rolls from the giff’s hand and goes off
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into 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
creatures that aren’t demons, and they despise angels most of all. If a marilith is released in Fazrian’s presence, the demon and the angel fight until only one is left standing. If the planetar is
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
creatures that aren’t demons, and they despise angels most of all. If a marilith is released in Fazrian’s presence, the demon and the angel fight until only one is left standing. If the planetar is
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
creatures that aren’t demons, and they despise angels most of all. If a marilith is released in Fazrian’s presence, the demon and the angel fight until only one is left standing. If the planetar is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
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
’ tools, 50 gp, and 50 pp. Her shriveled hand clutches a +1 Dagger with the name “Madrigal” carved into its ivory handle in Elvish. C5: Stream Tunnel A narrow stream runs along the bottom of this winding
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
’ tools, 50 gp, and 50 pp. Her shriveled hand clutches a +1 Dagger with the name “Madrigal” carved into its ivory handle in Elvish. C5: Stream Tunnel A narrow stream runs along the bottom of this winding
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
’ tools, 50 gp, and 50 pp. Her shriveled hand clutches a +1 Dagger with the name “Madrigal” carved into its ivory handle in Elvish. C5: Stream Tunnel A narrow stream runs along the bottom of this winding






