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Returning 35 results for 'built being defusing current rough'.
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Equipment
isn’t built for traveling on water and sinks quickly in rough seas.
Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck
Magic Items
Acquisitions Incorporated
. It also has an inexhaustible supply of brochures related to your franchise’s current branding scheme.
When you meet someone for the first time, their details and a rough sketch are magically
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Monsters
Guildmasters’ Guide to Ravnica
shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab
point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Leaping Legs. With or
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ceiling, then courses along a rough-hewn tunnel toward a murky lake. The din of machinery echoes from that direction.
Climbing the slimy walls requires a successful DC 15 Strength (Athletics) check. The
water here is 30 feet deep. Characters who allow themselves to be carried by the current are swept gently into area 65.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ceiling, then courses along a rough-hewn tunnel toward a murky lake. The din of machinery echoes from that direction.
Climbing the slimy walls requires a successful DC 15 Strength (Athletics) check. The
water here is 30 feet deep. Characters who allow themselves to be carried by the current are swept gently into area 65.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ceiling, then courses along a rough-hewn tunnel toward a murky lake. The din of machinery echoes from that direction.
Climbing the slimy walls requires a successful DC 15 Strength (Athletics) check. The
water here is 30 feet deep. Characters who allow themselves to be carried by the current are swept gently into area 65.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Abandoned Guardhouses Near the western gate of Laduguer’s Furrow, the duergar built a series of guardhouses to keep an eye on derro slaves living in the West Cleft. These were abandoned when Deepking
Tarngardt, grandfather of the current monarch, liberated the derro, allowing them to spread from the West Cleft District into the East Cleft District. The guardhouses now stand empty, providing an ideal place to lie low and keep an eye on traffic in and out of the eastern derro boroughs.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Abandoned Guardhouses Near the western gate of Laduguer’s Furrow, the duergar built a series of guardhouses to keep an eye on derro slaves living in the West Cleft. These were abandoned when Deepking
Tarngardt, grandfather of the current monarch, liberated the derro, allowing them to spread from the West Cleft District into the East Cleft District. The guardhouses now stand empty, providing an ideal place to lie low and keep an eye on traffic in and out of the eastern derro boroughs.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Abandoned Guardhouses Near the western gate of Laduguer’s Furrow, the duergar built a series of guardhouses to keep an eye on derro slaves living in the West Cleft. These were abandoned when Deepking
Tarngardt, grandfather of the current monarch, liberated the derro, allowing them to spread from the West Cleft District into the East Cleft District. The guardhouses now stand empty, providing an ideal place to lie low and keep an eye on traffic in and out of the eastern derro boroughs.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Javenesh Stoutclaw Neutral Good Owlin Second Year (Lorehold)
Javenesh is an imposing and powerfully built owlin who looks permanently scruffy despite his best efforts. Contributing to his
initially assume, Javenesh is a friendly sort. To make ends meet, he works at Bow’s End Tavern, managing servers and keeping the peace, relying on his rough appearance to dissuade those intent on making
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Javenesh Stoutclaw Neutral Good Owlin Second Year (Lorehold)
Javenesh is an imposing and powerfully built owlin who looks permanently scruffy despite his best efforts. Contributing to his
initially assume, Javenesh is a friendly sort. To make ends meet, he works at Bow’s End Tavern, managing servers and keeping the peace, relying on his rough appearance to dissuade those intent on making
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Javenesh Stoutclaw Neutral Good Owlin Second Year (Lorehold)
Javenesh is an imposing and powerfully built owlin who looks permanently scruffy despite his best efforts. Contributing to his
initially assume, Javenesh is a friendly sort. To make ends meet, he works at Bow’s End Tavern, managing servers and keeping the peace, relying on his rough appearance to dissuade those intent on making
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
for each rock striking a vessel separately to see if it overcomes the vessel’s damage threshold. Rough Current The waters here are especially turbulent. If the characters are traveling by boat or raft
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
for each rock striking a vessel separately to see if it overcomes the vessel’s damage threshold. Rough Current The waters here are especially turbulent. If the characters are traveling by boat or raft
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
for each rock striking a vessel separately to see if it overcomes the vessel’s damage threshold. Rough Current The waters here are especially turbulent. If the characters are traveling by boat or raft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, nineteen of these crudely fashioned granite menhirs are arranged in a rough triangle, with a single stone at the formation’s center. No one knows who built this structure or why; the townsfolk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, nineteen of these crudely fashioned granite menhirs are arranged in a rough triangle, with a single stone at the formation’s center. No one knows who built this structure or why; the townsfolk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, nineteen of these crudely fashioned granite menhirs are arranged in a rough triangle, with a single stone at the formation’s center. No one knows who built this structure or why; the townsfolk
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
clock faces built into it.
The Overlook’s clocks are mechanical wonders illuminated by magic. They keep perfect time. A hollowed-out central chamber in the Overlook contains Little Lockford’s
security center (area L12). This facility is surrounded by rough-hewn chambers containing magnificent fungi gardens and open windows overlooking the town. Residents of Little Lockford used to come here to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
clock faces built into it.
The Overlook’s clocks are mechanical wonders illuminated by magic. They keep perfect time. A hollowed-out central chamber in the Overlook contains Little Lockford’s
security center (area L12). This facility is surrounded by rough-hewn chambers containing magnificent fungi gardens and open windows overlooking the town. Residents of Little Lockford used to come here to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
clock faces built into it.
The Overlook’s clocks are mechanical wonders illuminated by magic. They keep perfect time. A hollowed-out central chamber in the Overlook contains Little Lockford’s
security center (area L12). This facility is surrounded by rough-hewn chambers containing magnificent fungi gardens and open windows overlooking the town. Residents of Little Lockford used to come here to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
ceiling is a quarter of a mile high and has the appearance of a strangely rough-looking blue sky. The microclimate within the cavern features cloudy and rainy weather in addition to sunshine. Map 4.1
is rife with natural hazards, including razorvine (explained in the Dungeon Master’s Guide). Ruins. Ancient structures built by giants lie in ruins, partially swallowed by the verdant jungle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
power on an island in Scions Sound. There he built the great castle of Thronehold. After Jarot’s death and the rejection of the line of succession that led to the Last War, the island and castle were
Galifar. Throneport, a town in the shadow of the castle, became a place for dissidents, criminals, spies, and mercenaries, and the once safe port turned into a rough-and-tumble town without allegiance to any single nation.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
ceiling is a quarter of a mile high and has the appearance of a strangely rough-looking blue sky. The microclimate within the cavern features cloudy and rainy weather in addition to sunshine. Map 4.1
is rife with natural hazards, including razorvine (explained in the Dungeon Master’s Guide). Ruins. Ancient structures built by giants lie in ruins, partially swallowed by the verdant jungle






