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Returning 35 results for 'broken born diffusing currents region'.
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Monsters
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.
Powerful
, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.
Oyaminartok and others of her kind try to help creatures they come across, for
Monsters
Fizban's Treasury of Dragons
"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.
Regional Effects
The region containing a dragon
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
Journeys through the Radiant Citadel
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
Fury","rollDamageType":"cold"} cold damage.
Regional Effects
The region containing a riverine’s lair flourishes under the magic of the riverine’s presence, which creates one or more of
Ancient White Dragon
Legacy
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Monsters
Basic Rules (2014)
floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its
immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a
Adult White Dragon
Legacy
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Monsters
Basic Rules (2014)
floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing
immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6
Monsters
Princes of the Apocalypse
other than Ogrémoch on the ground in the area must succeed on a DC 15 Strength or Dexterity saving throw (target’s choice) or be knocked prone.
Regional Effects
The region containing
an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects:
Earth tremors strike the region within 10 miles of
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless of its
advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Regional Effects. The region containing an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
fire or lightning, it doesn’t ignite flammable objects.
Regional Effects. The region containing an anarch’s lair is warped by its presence, which creates one or more of the following effects
Monsters
Planescape: Adventures in the Multiverse
harness the power of time to manipulate the past, present, and future. Time dragon wyrmling;Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master
attack can target both the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding an ancient or adult time dragon’s lair is altered by
Backgrounds
Guildmasters’ Guide to Ravnica
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
;We weren’t born tame or domesticated, so we shouldn’t have to live that way. (Neutral)
4
Might. The strongest are meant to dominate the weak. (Evil)
5
Rage.
Monsters
Planescape: Adventures in the Multiverse
to an unoccupied space it can see.These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmling;Time dragon wyrmlings are born with shining scales and
moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding an ancient or adult time
Shifter
Legacy
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Species
Eberron: Rising from the Last War
also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Druid
Legacy
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Classes
Basic Rules (2014)
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bronze Dragon Lairs Bronze dragons usually make their homes near or under the sea. The region containing an adult or ancient bronze dragon’s lair is changed by its presence, creating the following
effects: Buoying Currents. Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming. Sun and Storms. While in its lair, the dragon can cast Control
Monsters
Quests from the Infinite Staircase
ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
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->Phandelver and Below: The Shattered Obelisk
Character Creation Before starting this adventure, consider spending your first game session helping your players create characters. Were the characters born and raised in the Sword Coast region, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Kingdom Scale On a kingdom-scale map, each hex represents 6 miles. A map at this scale covers a large region, about the size of Great Britain or half the size of the state of California. That’s
plenty of room for adventuring. The first step of mapping a region at this scale is to sketch out the coastlines and any major bodies of water in the area. Is the region landlocked or on a coast? A coastal
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Adventure Background Ages ago, four powerful githyanki who were banished from the Astral Plane for treason against their lich-queen built a ziggurat in a region now known as the Forbidden Vale. There
they cultivated magical plants to extend their lives. From this idyllic capital, the githyanki conquered the surrounding region with the aid of a red dragon who followed them into exile. In the end
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
For the People The stretch of water near Abbey Isle is treacherous. The thick fog that rolls through this region sends even the most steadily steered ships veering off course. The sandy floor near
the island is littered with broken hulls and lost souls. A lighthouse built at the tip of the island would secure the nearby seas for all. If the characters are well intentioned and civic-minded, helping to make the lighthouse possible can serve as additional incentive.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, 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. Here and there
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Surrounding Regions To the west of the Kalaman region lies Hinterlund. Even farther west lie the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in
broken steppes and labyrinthine canyons known as the Northern Wastes. Deadly beasts, treacherous cliffs, and unpredictable flooding make the wastes a dangerous land where it’s said nothing survives for
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cobblehook Cove before nightfall, continue to “Broken Weather Vane.” If they succeeded, refer to “Restored Weather Vane.” If the characters killed Sablewing, the leaderless Cobblehook Corsairs disperse
and stop threatening the region. If the characters retrieved the gems but didn’t kill Sablewing, the bitter dragon flees the cove, worried the characters will return to slay him.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
at the fringes of civilization. Many tieflings are born to the Carrion Tribes, the barbarians who live in the Demon Wastes. Such tieflings are touched by the fiendish forces bound beneath the Wastes
avatar for an imprisoned Overlord — and you are fleeing that destiny. Other tieflings are shaped not by fiendish powers, but by the influence of the fiend-tainted planes. Such tieflings might be born in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, broken up by other isolated terrain types. A settled region mapped at this scale might have one town and eight to twelve villages or farming hamlets. A wilder region might have only a single keep, or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Long ago, this obelisk was broken into fragments that are now scattered around the region. The mind flayer fanatics need to collect these fragments and rebuild the obelisk as completely as possible so the ancient object can power their ritual.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage. Regional Effects The region containing a dragon 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 swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War Darguun was born in the Last War, and the scars of its birth are still raw. Most of the Cyran population fled the goblin uprising, and those who remained were killed or
enslaved. As a result, many burnt-out farms and abandoned villages have stood empty for decades. The broken paths of the lightning rail make travel into the interior difficult, and only the largest cities
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Wash Travelers in the Northern Wastes must contend with both the broken, canyon-riddled land and the Wash. Tides driven by Krynn’s three moons cause floodwaters from the Turbidus Ocean to sweep
through the region. These unpredictable flood tides are known as the Wash, and their harsh, salty water threatens creatures in the canyons. Sometimes the Wash leaves the Northern Wastes’ canyons
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
other for control over the region and that only their eventual death paved the way for the peace that allowed the new polis of Meletis to flourish. The truth is that they ruled Meletis peacefully
Akros and Skophos were born from that bloodshed, inspired by the martial doctrines of Iroas and Mogis rather than the legal code of Ephara. Eventually the years of war settled into an uneasy peace with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
maintain sturdy walls patrolled by skilled archers. A Flamic architectural style appears throughout the region. Buildings incorporate light and soaring spaces, and icons of the Silver Flame and images of
the Silver Flame, which holds the pillar of fire born when Tira Miron sacrificed herself to bind the demon Bel Shalor. The cathedral is the seat of the Council of Cardinals and the primary garrison of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
An Important Detail Calder Moore The Mount Ironrot region is a wasteland scattered with broken war machines Before the characters leave Sigil for Mount Ironrot, the Wizards Three share their






