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Returning 35 results for 'bronze broken diffusing currents relies'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
(see the Monster Manual), Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard
the battlefield.
For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics
Monsters
Fizban's Treasury of Dragons
neighbors take precedence.
Dragon Turtle Lair Features
The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When
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
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
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
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
20. Spirit Guard of Ayocuan (A-YO-kwan) A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army
arrowheads. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell worth 1 cp each. 20A. Behind the columns along the east wall is a bronze door barred
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
20. Spirit Guard of Ayocuan (A-YO-kwan) A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army
arrowheads. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell worth 1 cp each. 20A. Behind the columns along the east wall is a bronze door barred
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
20. Spirit Guard of Ayocuan (A-YO-kwan) A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army
arrowheads. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell worth 1 cp each. 20A. Behind the columns along the east wall is a bronze door barred
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Movement in the Wastes Broken by canyons and sheer plateaus, the entirety of the Northern Wastes is considered difficult terrain for the purpose of travel. As a result, characters move at half speed
and rendezvous with them at predetermined points. He relies on the characters to help him determine where to head next. Running Travel in the Wastes The Northern Wastes span hundreds of miles. Instead
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Movement in the Wastes Broken by canyons and sheer plateaus, the entirety of the Northern Wastes is considered difficult terrain for the purpose of travel. As a result, characters move at half speed
and rendezvous with them at predetermined points. He relies on the characters to help him determine where to head next. Running Travel in the Wastes The Northern Wastes span hundreds of miles. Instead
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Features The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle’s lair, you can simply
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->Fizban's Treasury of Dragons
Features The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle’s lair, you can simply
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->Fizban's Treasury of Dragons
Features The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle’s lair, you can simply
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->Dragonlance: Shadow of the Dragon Queen
Movement in the Wastes Broken by canyons and sheer plateaus, the entirety of the Northern Wastes is considered difficult terrain for the purpose of travel. As a result, characters move at half speed
and rendezvous with them at predetermined points. He relies on the characters to help him determine where to head next. Running Travel in the Wastes The Northern Wastes span hundreds of miles. Instead
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
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
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
their survival. A fountain’s 4-foot-tall dragon sculpture can be broken off with a successful DC 20 Strength (Athletics) check and used to activate the arch gate in this room. Each sculpture is a Small
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
their survival. A fountain’s 4-foot-tall dragon sculpture can be broken off with a successful DC 20 Strength (Athletics) check and used to activate the arch gate in this room. Each sculpture is a Small
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
their survival. A fountain’s 4-foot-tall dragon sculpture can be broken off with a successful DC 20 Strength (Athletics) check and used to activate the arch gate in this room. Each sculpture is a Small
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
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
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
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
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor of the alcove is a broken half of a 10-foot pole.
Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
And secrets shall I reveal. A detect magic spell reveals a strong aura of conjuration magic in the alcove. Any character who steps into the alcove wearing the bronze Halaster mask found in area 21 is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor of the alcove is a broken half of a 10-foot pole.
Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
And secrets shall I reveal. A detect magic spell reveals a strong aura of conjuration magic in the alcove. Any character who steps into the alcove wearing the bronze Halaster mask found in area 21 is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.
Five feet beyond the nearest edge of the pit is a bronze bar, set level
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor of the alcove is a broken half of a 10-foot pole.
Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
And secrets shall I reveal. A detect magic spell reveals a strong aura of conjuration magic in the alcove. Any character who steps into the alcove wearing the bronze Halaster mask found in area 21 is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
skeletons of four Huge dragons, their bones held together by wire and cement. A few pieces of each dragon have broken off and fallen to the floor. A fifth dragon skeleton in a similar state of disrepair
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
skeletons of four Huge dragons, their bones held together by wire and cement. A few pieces of each dragon have broken off and fallen to the floor. A fifth dragon skeleton in a similar state of disrepair
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lacquered leather, feathers, and copper wire jewelry, he faces the western entrance to this chamber. The centaur holds a bronze-hafted pike tipped with a broad, blue-gray, flame-shaped spearhead
is concealed in the bottoms of the two urns. Buried beneath the stones are two crushed silver masks (worth 25 gp each), an electrum serpent bracelet (worth 50 gp), a broken marble statue of a monkey (50 gp), and four silver hairpins set with jade worth (5 gp each).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
skeletons of four Huge dragons, their bones held together by wire and cement. A few pieces of each dragon have broken off and fallen to the floor. A fifth dragon skeleton in a similar state of disrepair
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lacquered leather, feathers, and copper wire jewelry, he faces the western entrance to this chamber. The centaur holds a bronze-hafted pike tipped with a broad, blue-gray, flame-shaped spearhead
is concealed in the bottoms of the two urns. Buried beneath the stones are two crushed silver masks (worth 25 gp each), an electrum serpent bracelet (worth 50 gp), a broken marble statue of a monkey (50 gp), and four silver hairpins set with jade worth (5 gp each).
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lacquered leather, feathers, and copper wire jewelry, he faces the western entrance to this chamber. The centaur holds a bronze-hafted pike tipped with a broad, blue-gray, flame-shaped spearhead
is concealed in the bottoms of the two urns. Buried beneath the stones are two crushed silver masks (worth 25 gp each), an electrum serpent bracelet (worth 50 gp), a broken marble statue of a monkey (50 gp), and four silver hairpins set with jade worth (5 gp each).






