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Returning 35 results for 'closing wind relatively'.
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Magic Items
Dungeon Master’s Guide
the smoke is Heavily Obscured.
Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.
Closing the bottle causes the cloud
to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for
lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.
Outside the Nine Hells, Hutijin is a relatively obscure
Monsters
Fizban's Treasury of Dragons
. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon’s hoard.
5
A sapphire dragon threatens to sink a town into the Underdark
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Monsters
Fizban's Treasury of Dragons
flayer;mind flayers that usurped the dragon’s lair.
4
Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Eversmoking Bottle
Legacy
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Magic Items
Basic Rules (2014)
as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles
per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10
minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. Left to Right: Eyes of Charming, Golden Lion, Ivory Goats, and Eversmoking Bottle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10
minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10
minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. Left to Right: Eyes of Charming, Golden Lion, Ivory Goats, and Eversmoking Bottle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10
minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
classes
Basic Rules (2014)
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Action Surge (one use)
3rd
+2
Martial Archetype
4th
+2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
close. While being seen hurrying toward the gates is an obvious embarrassment, being caught and escorted out would be far more bruising — both to one’s ego and body. The nightly closing of the gates
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
close. While being seen hurrying toward the gates is an obvious embarrassment, being caught and escorted out would be far more bruising — both to one’s ego and body. The nightly closing of the gates
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
close. While being seen hurrying toward the gates is an obvious embarrassment, being caught and escorted out would be far more bruising — both to one’s ego and body. The nightly closing of the gates
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heavily Obscured.
Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.
Closing the bottle causes the cloud to become
fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Conceptopolis Eversmoking Bottle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heavily Obscured.
Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.
Closing the bottle causes the cloud to become
fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Conceptopolis Eversmoking Bottle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
close. While being seen hurrying toward the gates is an obvious embarrassment, being caught and escorted out would be far more bruising — both to one’s ego and body. The nightly closing of the gates
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Rrakkma
from inside so that the high priest could look out upon Pandemonium and meditate. If the characters open the shutter, feel free to describe the most hellish, wind-blasted landscape you can. Closing and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their insolence. Hastain pursues them in an esthetic (see Boo’s Astral Menagerie), which trails the Second Wind at a safe distance. Once it becomes obvious that the party is heading to meet Topolah, a
wizard the reigar knows by reputation, Hastain decides to put an end to the characters’ meddling: Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their insolence. Hastain pursues them in an esthetic (see Boo’s Astral Menagerie), which trails the Second Wind at a safe distance. Once it becomes obvious that the party is heading to meet Topolah, a
wizard the reigar knows by reputation, Hastain decides to put an end to the characters’ meddling: Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly
Compendium
- Sources->Dungeons & Dragons->Rrakkma
from inside so that the high priest could look out upon Pandemonium and meditate. If the characters open the shutter, feel free to describe the most hellish, wind-blasted landscape you can. Closing and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
—and takes personal offense when his agents or the domain’s wolves are slain. Strahd can also manifest a variety of dramatic effects, such as causing his voice to be heard on the wind, making his visage
mysterious goals. As part of this arrangement, Strahd avoids harming Vistani who travel within his land. Closing the Borders. Strahd closes Barovia’s borders whenever something that interests him threatens to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
—and takes personal offense when his agents or the domain’s wolves are slain. Strahd can also manifest a variety of dramatic effects, such as causing his voice to be heard on the wind, making his visage
mysterious goals. As part of this arrangement, Strahd avoids harming Vistani who travel within his land. Closing the Borders. Strahd closes Barovia’s borders whenever something that interests him threatens to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hutijin Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the
he has never wavered in his support for his master — suggesting, perhaps, that Mephistopheles has some hold over him. Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hutijin Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal
for his master—suggesting, perhaps, that Mephistopheles has some hold over him. Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hutijin Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the
he has never wavered in his support for his master — suggesting, perhaps, that Mephistopheles has some hold over him. Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the