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Returning 35 results for 'bottom both driving currents remove'.
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Monsters
Fizban's Treasury of Dragons
sword must be found, and only a dragon turtle remembers where it is.
7
A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
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
Monsters
Bigby Presents: Glory of the Giants
, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the
. The cloud rains acid. Each creature in the cylinder must succeed on a DC 25 Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lord of the undead. Orcus did indeed seem to favor Syrgaul, who often benefited from strong winds in his sails and swirling currents that prevented his prey from escaping. In return, the pirate
the outpost implored the sea god, Procan, for mercy. Whether because of luck or because the cleric’s prayers were answered, a sudden storm swept through the area, capsizing Tammeraut and sending the ship to the bottom of the sea.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
of Water Within the Plunging Torrents, any creature that has the symbol of water scratched into their flesh gains a swimming speed equal to its ground speed, is immune to the effects of currents, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities
prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound
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
time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, a tremor in the planar firmament sends a rogue wave sweeping across the plane, swamping entire islands and driving ships down to the reefs. Life flourishes in the upper reaches of the Sea of Worlds
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
does so with disadvantage. Treasure The chest interior is lined with lead and contains 300 gp, a gold tankard embossed with a sad face that smiles when the tankard is filled (250 gp), and a stoppered bone tube containing a spell scroll of remove curse.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Gloves of Missile
that hand.
Top to Bottom:
Gem of Seeing, Giant Slayer, Gloves of Missile Snaring, and Goggles of Night
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
mount for a creature smaller than it. Water-breathing (or nonbreathing) creatures can swim underwater or even walk across the bottom of shallow sections of the Darklake, but need darkvision or a source
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The wind at the bottom of the rift is worse still, and visibility there is only 30 feet. The floor of the rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up
here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
swamp gas. A flap at the bottom of the balloon lets the gas in, and the balloon takes 10 minutes to fill when empty. Once filled, the balloon rises into the air. One can force the balloon to land by
rigging makes such a climb possible.
The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
As long as the balloon or basket has at least 1 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors. A type 1
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D18. Bavlorna’s Cauldron A bulbous, green-black cauldron with a thick lid sits above a bed of hot coals on six sturdy iron legs that protrude from its curved bottom like the extremities of a crab. A
. The cauldron’s lid is held shut by an arcane lock spell, the password for which is “spittlespew.” If anyone tries to remove the lid without first speaking the password, the cauldron scuttles away; it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon.
4 An item stolen from a white dragon’s hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back.
5 After driving away a white dragon, a
seek out new mineral veins for sustenance.
8 A clan of winged kobolds treat the air currents and ice slides of an adult white dragon’s lair as an obstacle course. The dragon enjoys devising
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
additional lair actions while in its lair: Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Divine Contention
to seize the House of Thalivar and steal the ruinstone. When the characters undertake this quest, see “Leilon Besieged.” When this quest becomes active, remove the third starting quest from the quest
to the town and completes the adventure. Storm Lord’s Hideout Quest “Seek out the undead galleon stolen by Fheralai Stormsworn, leader of the cult of Talos. Sink it to the bottom of the Sea of Swords
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
surface of the water, the vortex manifests as a half-mile-wide whirlpool powerful enough to drag ships to their doom.) The sinkhole has a drain at the bottom. Plugging the drain would cause the vortex
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
heat, melt 2 tablespoons butter. Whisk in the flour, paprika, garlic powder, and cayenne and cook, scraping the bottom of the pot, for 1 minute. Whisking constantly (and taking care to reach into the
corners of the pot), gradually add the milk. Bring the mixture to a strong simmer, whisking the liquid and scraping the bottom of the pan often. Adjust the heat to medium and continue simmering and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the bottom, so the two pools are really one U-shaped structure, which Ihanvas can use to move through the room. Treasure. The naga wears a platinum circlet set with sapphires (worth 1,000 gp) and
matching earrings (500 gp for the pair). Hidden at the bottom of the pools’ connecting tunnel, Ihanvas’s treasure includes 200 pp, five tourmaline jewels (100 gp each), +1 plate and a sealed ivory case
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
is deposited at the bottom of the sinkhole, where hulking crabs pick through it for their storm giant masters. MAELSTROM: GENERAL FEATURES
Even though the storm giants stronghold Maelstrom lies deep
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Wisdom (Perception) check. 1. Cellar The stairway leading down into the cellar shows signs of recent foot traffic. Characters can find these tracks easily. When the characters open the door at the bottom
of the stairs, read: The door at the bottom of the stairs opens atop a set of double stairs that descend, north and south, about ten feet into a cellar. At the west end of that room, a cistern full of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Drow Town An ancient earthquake collapsed sections of Stromkuhldur, dividing the town into smaller caverns. After driving the Legion of Azrok out of this eastern cavern, the drow of House
folded spider silk robe, dyed black, with tiny golden spiders sewn into it (90 gp). Hidden in the folds of the robe is a potion of healing in a crystal vial. On the bottom shelf rests a birchwood wand
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the thumbs to create an X-shape linked by a line across the bottom. It stands for water’s eternal surge and retreat, a cycle of unending change. Tactics and Philosophy Crushing Wave cultists are
the fact that the driving force behind his visions keeps him so far from the sea. Enemies and Allies The followers of the Crushing Wave detest the Cult of the Eternal Flame. They find the fire
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, rain, or snow that aren’t typical of the normal climate. Living things in the area flee or are killed by the demons. At this stage, natives can stop the incursion by killing or driving away the demons
on Reality In its third phase, the demonic virus invades fully and becomes a part of the world. Simply killing the demons in an afflicted area is no longer enough to remove the Abyss’s stain. The size
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
its bottom. The water within 10 feet of the surface is a lightly obscured area, and deeper water is heavily obscured. Water Globes. Floating 5 feet above the floor, these magic water globes are 15
restrained in the narrow bottom. It takes a successful DC 13 Strength check or Dexterity check to work free, and a Small creature has advantage on this check. It’s then an easy matter to climb out of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from 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 ocean to the void of the Astral Plane. Anything on or within a certain distance of a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
down to the water. The water at the bottom of the pit is 10 feet deep (enough to cushion a fall). Four kuo-toa and a kuo-toa whip have filled the pit with a swarm of quippers. They ritually feed
moves toward area P14. P13. The Hungry Humanoid bones are scattered across the water’s bottom. Barnacles cling to the cave walls, and piles of splintered bone crowd the cave’s ledges and islands. The






