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Returning 35 results for 'break been diffusing current reside'.
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Monsters
Thieves’ Gallery
Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Melee
.
Daggersword Flourish. Choose the option that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Xenk magically detaches the longsword’s blade from its
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder
Monsters
Fizban's Treasury of Dragons
Chromatic Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic
for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the
Monsters
Icewind Dale: Rime of the Frostmaiden
ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Magic Items
Baldur’s Gate: Descent into Avernus
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Monsters
Mordenkainen Presents: Monsters of the Multiverse
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
reside in Baldur’s Gate, where they seek the characters out after they arrive. Lynx and Sir Ursas both send couriers to deliver invitations to their respective manors.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
reside in Baldur’s Gate, where they seek the characters out after they arrive. Lynx and Sir Ursas both send couriers to deliver invitations to their respective manors.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
reside in Baldur’s Gate, where they seek the characters out after they arrive. Lynx and Sir Ursas both send couriers to deliver invitations to their respective manors.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Exploring the Keep The player characters can visit any location in the keep, meeting and interacting with the citizens who reside there. Each keep location employs one or more NPCs, typically
’ current whereabouts. If this is your first time as Dungeon Master, ask your players to keep the party together; it’s easier if the player characters visit each location as a group. Stacey Allan & William Doyle Map: Keep on the Borderlands View Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Exploring the Keep The player characters can visit any location in the keep, meeting and interacting with the citizens who reside there. Each keep location employs one or more NPCs, typically
’ current whereabouts. If this is your first time as Dungeon Master, ask your players to keep the party together; it’s easier if the player characters visit each location as a group. Stacey Allan & William Doyle Map: Keep on the Borderlands View Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Exploring the Keep The player characters can visit any location in the keep, meeting and interacting with the citizens who reside there. Each keep location employs one or more NPCs, typically
’ current whereabouts. If this is your first time as Dungeon Master, ask your players to keep the party together; it’s easier if the player characters visit each location as a group. Stacey Allan & William Doyle Map: Keep on the Borderlands View Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your
action, and then move 20 feet. Moving Between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
what he needed: information on the ring’s current wearer, Artus Cimber, and a drop of Cimber’s blood (which the Black Network had in its possession). Nilraun is now waiting for the frost giants to
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
what he needed: information on the ring’s current wearer, Artus Cimber, and a drop of Cimber’s blood (which the Black Network had in its possession). Nilraun is now waiting for the frost giants to
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
requires a DC 23 Strength (Athletics) check to break from the outside. This level of the tower is drab and unadorned save for a plain, rectangular stone table set with a pair of stone benches. Spare polearms
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
requires a DC 23 Strength (Athletics) check to break from the outside. This level of the tower is drab and unadorned save for a plain, rectangular stone table set with a pair of stone benches. Spare polearms
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
requires a DC 23 Strength (Athletics) check to break from the outside. This level of the tower is drab and unadorned save for a plain, rectangular stone table set with a pair of stone benches. Spare polearms
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
what he needed: information on the ring’s current wearer, Artus Cimber, and a drop of Cimber’s blood (which the Black Network had in its possession). Nilraun is now waiting for the frost giants to
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
blessing granted to the king of Gauntlgrym by Moradin and the other dwarven gods. The majority of the city’s current inhabitants live and work within the vault, happy to share tales of the city’s
reclamation and praise Bruenor’s leadership at any opportunity. This is where the characters reside as Bruenor’s guests, and where the representatives of the five factions are likely to be found. Here
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
blessing granted to the king of Gauntlgrym by Moradin and the other dwarven gods. The majority of the city’s current inhabitants live and work within the vault, happy to share tales of the city’s
reclamation and praise Bruenor’s leadership at any opportunity. This is where the characters reside as Bruenor’s guests, and where the representatives of the five factions are likely to be found. Here
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
blessing granted to the king of Gauntlgrym by Moradin and the other dwarven gods. The majority of the city’s current inhabitants live and work within the vault, happy to share tales of the city’s
reclamation and praise Bruenor’s leadership at any opportunity. This is where the characters reside as Bruenor’s guests, and where the representatives of the five factions are likely to be found. Here
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a wave into a greater threat. Each new wave arrives approximately 30 minutes after the previous wave. In any area where the undead break through a door, the characters must reinforce that door again
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a wave into a greater threat. Each new wave arrives approximately 30 minutes after the previous wave. In any area where the undead break through a door, the characters must reinforce that door again
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a wave into a greater threat. Each new wave arrives approximately 30 minutes after the previous wave. In any area where the undead break through a door, the characters must reinforce that door again
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
specific area, surrounding the coral mountain that encases the many sunken ships that recently met an untimely demise.
Current. The current here is strong and constantly shifting. This effectively
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
access is limited accordingly. Purebloods live and work on this tier, which features cages for slaves, special quarters for the current slave master, and a centrally located torture chamber. A pair of
staircases offer access to the next level up. Abomination Level The yuan-ti at the top of the social hierarchy reside in the most insulted level of the pyramid, within quick striking distance of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
access is limited accordingly. Purebloods live and work on this tier, which features cages for slaves, special quarters for the current slave master, and a centrally located torture chamber. A pair of
staircases offer access to the next level up. Abomination Level The yuan-ti at the top of the social hierarchy reside in the most insulted level of the pyramid, within quick striking distance of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
access is limited accordingly. Purebloods live and work on this tier, which features cages for slaves, special quarters for the current slave master, and a centrally located torture chamber. A pair of
staircases offer access to the next level up. Abomination Level The yuan-ti at the top of the social hierarchy reside in the most insulted level of the pyramid, within quick striking distance of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
specific area, surrounding the coral mountain that encases the many sunken ships that recently met an untimely demise.
Current. The current here is strong and constantly shifting. This effectively






