Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'branch blocks diffusing channel regarded'.
Other Suggestions:
branches books diffusing channel regarded
branch black diffusing change regard
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Casino The characters can take the carriage offered to them by Verity or find their own way to the casino. At a branch in the road, they see a freshly painted and lacquered sign
declaring, “This way to the Afterlife!” in gaudy, gold lettering, with an arrow pointing down the narrower branch. Characters who follow this route for a short distance come to a cobbled turnaround and lot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Casino The characters can take the carriage offered to them by Verity or find their own way to the casino. At a branch in the road, they see a freshly painted and lacquered sign
declaring, “This way to the Afterlife!” in gaudy, gold lettering, with an arrow pointing down the narrower branch. Characters who follow this route for a short distance come to a cobbled turnaround and lot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Casino The characters can take the carriage offered to them by Verity or find their own way to the casino. At a branch in the road, they see a freshly painted and lacquered sign
declaring, “This way to the Afterlife!” in gaudy, gold lettering, with an arrow pointing down the narrower branch. Characters who follow this route for a short distance come to a cobbled turnaround and lot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
” sidebar). Spiral Path This path helps to channel the ritual magic the cultists use to tame the cave bears. Though the ritual is currently inactive, the area radiates a faint aura of enchantment under
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
” sidebar). Spiral Path This path helps to channel the ritual magic the cultists use to tame the cave bears. Though the ritual is currently inactive, the area radiates a faint aura of enchantment under
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
” sidebar). Spiral Path This path helps to channel the ritual magic the cultists use to tame the cave bears. Though the ritual is currently inactive, the area radiates a faint aura of enchantment under
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In a unicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects
wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In a unicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects
wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In a unicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects
wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to watch the area beyond
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to watch the area beyond
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to watch the area beyond
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
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
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
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
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
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
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
. 21. Orc Tunnel Several passages branch away from this large, high-ceilinged cavern. To the north, a carved, square-mouthed tunnel shows that someone has been at work in these caves. A gate of rough
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
. 21. Orc Tunnel Several passages branch away from this large, high-ceilinged cavern. To the north, a carved, square-mouthed tunnel shows that someone has been at work in these caves. A gate of rough
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
. 21. Orc Tunnel Several passages branch away from this large, high-ceilinged cavern. To the north, a carved, square-mouthed tunnel shows that someone has been at work in these caves. A gate of rough
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-wide channel beneath the frothy rapids. It flows out through sturdy grates in the northern ledge face, eventually emerging from the lion’s head spout in area P33. P57: Pillar of Athis A ten-foot
rough and irregular. Jumbled blocks of stone are strewn about the floor. Two large creatures made of solid earth stand imposingly before an alcove in the cavern’s northeast corner.
Nafik keeps his
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-wide channel beneath the frothy rapids. It flows out through sturdy grates in the northern ledge face, eventually emerging from the lion’s head spout in area P33. P57: Pillar of Athis A ten-foot
rough and irregular. Jumbled blocks of stone are strewn about the floor. Two large creatures made of solid earth stand imposingly before an alcove in the cavern’s northeast corner.
Nafik keeps his
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-wide channel beneath the frothy rapids. It flows out through sturdy grates in the northern ledge face, eventually emerging from the lion’s head spout in area P33. P57: Pillar of Athis A ten-foot
rough and irregular. Jumbled blocks of stone are strewn about the floor. Two large creatures made of solid earth stand imposingly before an alcove in the cavern’s northeast corner.
Nafik keeps his
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
appendix A). It attacks any creature it sees and fights until destroyed. L15: Overhang Two tunnels branch off opposite sides of this thirty-foot-high cavern. The tunnels reconvene at an overhang fifteen






