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Returning 35 results for 'breaks blocks diffusing currents repairing'.
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Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
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
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Create Ice Mephit (3/Day). Auril breaks off an
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Monster stat blocks referenced in these adventures appear in chapter 3 or the Monster Manual. When play takes place in locations with NPCs described in the “Facility Staff” section, those NPCs take cover or run if combat breaks out.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Monster stat blocks referenced in these adventures appear in chapter 3 or the Monster Manual. When play takes place in locations with NPCs described in the “Facility Staff” section, those NPCs take cover or run if combat breaks out.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Monster stat blocks referenced in these adventures appear in chapter 3 or the Monster Manual. When play takes place in locations with NPCs described in the “Facility Staff” section, those NPCs take cover or run if combat breaks out.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ship’s speed to 4 mph, while a strong tailwind increases its speed to 12 mph. By changing altitude, the ship can use air currents to move in a particular direction. A propeller aft of the gondola
balloon or gondola has at least 1 hit point, it can be repaired. Repairing 1 hit point of damage to either the balloon or the gondola requires 1 day and costs 20 gp. (Mending spells can repair superficial damage but can’t restore hit points.)
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ship’s speed to 4 mph, while a strong tailwind increases its speed to 12 mph. By changing altitude, the ship can use air currents to move in a particular direction. A propeller aft of the gondola
balloon or gondola has at least 1 hit point, it can be repaired. Repairing 1 hit point of damage to either the balloon or the gondola requires 1 day and costs 20 gp. (Mending spells can repair superficial damage but can’t restore hit points.)
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ship’s speed to 4 mph, while a strong tailwind increases its speed to 12 mph. By changing altitude, the ship can use air currents to move in a particular direction. A propeller aft of the gondola
balloon or gondola has at least 1 hit point, it can be repaired. Repairing 1 hit point of damage to either the balloon or the gondola requires 1 day and costs 20 gp. (Mending spells can repair superficial damage but can’t restore hit points.)
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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
point, it can be repaired. Repairing 1 hit point of damage to either part of the vehicle requires 1 day and the necessary supplies, which can be salvaged from area D4 or taken from area B3.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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
point, it can be repaired. Repairing 1 hit point of damage to either part of the vehicle requires 1 day and the necessary supplies, which can be salvaged from area D4 or taken from area B3.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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
point, it can be repaired. Repairing 1 hit point of damage to either part of the vehicle requires 1 day and the necessary supplies, which can be salvaged from area D4 or taken from area B3.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
. When encounters take place in locations with NPCs described in the “Rat’s Run Locations” section later in this chapter, those NPCs take cover or run when combat breaks out. All encounters take place
on Map: Rat's Run, found later in this chapter. Monster stat blocks referenced appear in chapter 2 of the Monster Manual. If you’d rather create your own adventures involving Astarion at Rat’s Run
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
. When encounters take place in locations with NPCs described in the “Rat’s Run Locations” section later in this chapter, those NPCs take cover or run when combat breaks out. All encounters take place
on Map: Rat's Run, found later in this chapter. Monster stat blocks referenced appear in chapter 2 of the Monster Manual. If you’d rather create your own adventures involving Astarion at Rat’s Run
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
. When encounters take place in locations with NPCs described in the “Rat’s Run Locations” section later in this chapter, those NPCs take cover or run when combat breaks out. All encounters take place
on Map: Rat's Run, found later in this chapter. Monster stat blocks referenced appear in chapter 2 of the Monster Manual. If you’d rather create your own adventures involving Astarion at Rat’s Run
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
cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
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
cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
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
cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
worthless without a deep understanding of the basics. He teaches students of all levels, and even his most experienced pupils benefit from a much deeper understanding of the fundamental building blocks of the world.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or 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->Volo's Guide to Monsters
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability






