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Returning 35 results for 'bottom both diffusing carve rest'.
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Monsters
The Wild Beyond the Witchlight
Long Rest). The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can’t affect any creature other than the
brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a
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
from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.
Roleplaying Auril
Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting
Monsters
Icewind Dale: Rime of the Frostmaiden
feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass
this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
being watched, even when they aren’t.
Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
allies and servitors. Like the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden
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
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
. 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->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sealing the Rift The funnel-shaped hollow to the north of the hull is 3 feet in diameter and descends 2 feet to a 1-inch-wide vent at the bottom. In addition to being the source of the pulsating
light, the vent is the center and source of the area’s dark hallow effect. This narrow opening continues down for hundreds of feet beneath the ocean bottom, never widening. Sealing this vent is the only
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sealing the Rift The funnel-shaped hollow to the north of the hull is 3 feet in diameter and descends 2 feet to a 1-inch-wide vent at the bottom. In addition to being the source of the pulsating
light, the vent is the center and source of the area’s dark hallow effect. This narrow opening continues down for hundreds of feet beneath the ocean bottom, never widening. Sealing this vent is the only
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sealing the Rift The funnel-shaped hollow to the north of the hull is 3 feet in diameter and descends 2 feet to a 1-inch-wide vent at the bottom. In addition to being the source of the pulsating
light, the vent is the center and source of the area’s dark hallow effect. This narrow opening continues down for hundreds of feet beneath the ocean bottom, never widening. Sealing this vent is the only
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Zorzula’s Rest are immune to the fumes. Walls and Floors The walls and floors of the outpost are made of gray igneous stone. The mining tunnels carve through packed earth and rocky sediment. Ceilings
Features of Zorzula’s Rest Zorzula’s Rest has the following noteworthy features. Sulfuric Lava The outpost is built atop a sulfuric lava spring. The sulfur colors the lava bluish-purple and fills the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Zorzula’s Rest are immune to the fumes. Walls and Floors The walls and floors of the outpost are made of gray igneous stone. The mining tunnels carve through packed earth and rocky sediment. Ceilings
Features of Zorzula’s Rest Zorzula’s Rest has the following noteworthy features. Sulfuric Lava The outpost is built atop a sulfuric lava spring. The sulfur colors the lava bluish-purple and fills the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Zorzula’s Rest are immune to the fumes. Walls and Floors The walls and floors of the outpost are made of gray igneous stone. The mining tunnels carve through packed earth and rocky sediment. Ceilings
Features of Zorzula’s Rest Zorzula’s Rest has the following noteworthy features. Sulfuric Lava The outpost is built atop a sulfuric lava spring. The sulfur colors the lava bluish-purple and fills the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of rock. This fortress is home to Xardorok Sunblight, his two living sons, and the rest of the Sunblight duergar clan. It is a heavily defended gateway between the clan’s former home in the Underdark
Duerra, who inspired Xardorok Sunblight to become the first duergar to leave the Underdark and carve out a kingdom for himself on the surface. Adventurers race against time to stop Xardorok Sunblight from unleashing terror upon Ten-Towns
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my
.
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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, they carve out tunnels for the tomb. At night and while their handlers take breaks, they are kept behind a 10-foot-thick stone block that is magically slid across the tunnel. Creatures The two umber
to either return here to rest if they are elsewhere, or to depart for the tomb to begin work, opening or closing the stone slab accordingly.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, they carve out tunnels for the tomb. At night and while their handlers take breaks, they are kept behind a 10-foot-thick stone block that is magically slid across the tunnel. Creatures The two umber
to either return here to rest if they are elsewhere, or to depart for the tomb to begin work, opening or closing the stone slab accordingly.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of rock. This fortress is home to Xardorok Sunblight, his two living sons, and the rest of the Sunblight duergar clan. It is a heavily defended gateway between the clan’s former home in the Underdark
Duerra, who inspired Xardorok Sunblight to become the first duergar to leave the Underdark and carve out a kingdom for himself on the surface. Adventurers race against time to stop Xardorok Sunblight from unleashing terror upon Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, they carve out tunnels for the tomb. At night and while their handlers take breaks, they are kept behind a 10-foot-thick stone block that is magically slid across the tunnel. Creatures The two umber
to either return here to rest if they are elsewhere, or to depart for the tomb to begin work, opening or closing the stone slab accordingly.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of rock. This fortress is home to Xardorok Sunblight, his two living sons, and the rest of the Sunblight duergar clan. It is a heavily defended gateway between the clan’s former home in the Underdark
Duerra, who inspired Xardorok Sunblight to become the first duergar to leave the Underdark and carve out a kingdom for himself on the surface. Adventurers race against time to stop Xardorok Sunblight from unleashing terror upon Ten-Towns
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->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
its space, and a Tiny one can be held in one hand. Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one
of +1). Arcane Firearm At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the
within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can’t do so again until you finish a long rest or until you expend
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rest in holes at the top and bottom edges of the door’s frame. A creature can use an action to try to push open one of these doors, doing so with a successful DC 20 Strength (Athletics) check. A door is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rest in holes at the top and bottom edges of the door’s frame. A creature can use an action to try to push open one of these doors, doing so with a successful DC 20 Strength (Athletics) check. A door is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Bottom Card: Reward or Ruin Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it’s up to you to interpret that card as either a reward or
unable to forage for food and water. Alternatively, they might lose nonmagical equipment, such as a bedroll, a tent, or a pack animal. Restless Night. The characters are unable to finish a long rest before resuming their travels the next day.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Bottom Card: Reward or Ruin Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it’s up to you to interpret that card as either a reward or
unable to forage for food and water. Alternatively, they might lose nonmagical equipment, such as a bedroll, a tent, or a pack animal. Restless Night. The characters are unable to finish a long rest before resuming their travels the next day.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
could tie the boat up at the bottom of the columns and try to climb directly up to the ruins.
As you consider these options, you hear a screeching roar and notice a winged, glittering blue shape
swooping through the air ahead of you. The figure comes to rest atop the column farthest from Stormwreck Isle and vanishes from sight.
Again, Sparkrender does not notice the characters as he returns to his






