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Returning 35 results for 'continues fills'.
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continues fall
continue fills
Spells
Player’s Handbook
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Monsters
Princes of the Apocalypse
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
there takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Cloud of Embers","rollDamageType":"fire"} fire damage.
A wave of searing heat fills the lair in a 300-foot radius around
Control Water
Legacy
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Spells
Basic Rules (2014)
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
d10 Wash Effect 1–3 The Wash is low. Canyons are dry. 4–6 The Wash is high. It fills the canyons. 7–10 The Wash remains at the same level as the previous day. Dangers of the Wash When the Wash fills
saving throw as they’re smashed by large chunks of debris. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water level continues to rise and move this way for 2d4 rounds, then stops.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
horizontally, leading to a 10-foot-square landing (see below). A second set of stairs continues upward to the east at a similar angle for a distance of 30 feet horizontally, ending at a secret door that opens
mist fills the stairway ahead, then coalesces into the form of the vampire Strahd, his eyes burning red with anger. “You have worn out your welcome,” he says. “Whatever gods you believe in cannot save
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
and takes 3 (1d6) bludgeoning damage as the wind emerges and fills the 15-foot chamber. Thereafter, it costs 3 feet of speed to move 1 foot in the room. The hatch can’t be shut, and the wind doesn’t die
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
) check to escape the grapple. Unrestrained characters in the area must save against this effect at the beginning of their turn each round. As the characters are being grappled, a freezing fog fills the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Features of the Yawning Portal The Yawning Portal’s taproom fills the first floor of the building. The 40-foot-diameter well that provides access to Undermountain dominates the space. The “well” is
when dropped 13 An empty jar; when opened, a wolf howl sounds from it and continues until it is closed 14 A clockwork owl; when wound, its head turns and it hoots softly for a minute 15 A blue
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W9. Fermentation Vats The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden
balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
silence spell fills the mouth of the devil face and a large cavity behind it. The face is sculpted from stone and melds seamlessly with the surrounding wall, and its mouth is wide enough for a Medium or
normally in the magical darkness. If any creature reaches into the mouth, the demon makes an attack against it with advantage, then continues attacking if any creature enters its abode. A successful
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
that rushes toward you. Spectral dragon heads erupt from the flames, and the corridor fills with furious, hissed words.
Dragon spirits haunt this area. They are illusory manifestations that can’t
succeeds on a DC 14 Intelligence (Arcana) check determines these are dragon bones. When a character makes it halfway down the corridor, read or paraphrase the following: The tunnel fills with the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sunlight fills the area. Within that space, Lulu flies lazily in a lush meadow at the shoulder of a beautiful, blindfolded angel. As the pair strolls through the tall green grass, the voice of the hag
fills your mind, “Push through this vision. It only represents what Lulu wishes was true. We need to see more.”
Each character must make a DC 10 Intelligence saving throw. If one or more of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be well advised not to show any discontent. Mephistopheles fills his contracts with cleverly worded clauses that allow him to annihilate any of his servants with a word. As further protection against
the Nine Hells forces him to relinquish direct oversight of a project. When he returns to his research, a new mystery might capture his fancy, while the older project continues to move forward
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling thirty feet above. The main tunnel continues to the east, and smaller side chambers extend to the north and the south.
Three poltergeists (variant specters) haunt the main chamber of
tunnel. The echoes of the stream’s soft babbling are unusually loud.
Partway along the stream’s path, the waterway widens to a ten-foot-wide pool before it narrows again and continues.
The stream
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be knocked prone, in addition to the normal damage for contact with molten rock. A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere
first time on a turn or starts its turn there takes 10 (3d6) fire damage. A wave of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
pool. A thundering spray of water fills this chamber, pooling and flowing out to join a larger river to the north. The air is damp, and the roar of the waterfall is deafening. A broad ledge heads north
south bank of the river. On the north side of the bridge, a ledge continues to the east.
If the characters go north and cross the bridge, read: After a short distance, the ledge leading east bends to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spot glimpses of tentacles beneath the rattling lid, and notes that the lid will fly off if the pressure continues to mount. As an action, a character can attempt a DC 15 Dexterity check using thieves
off its heat. If the lid comes off or is removed, an explosion of tentacles and scalding water fills the kitchen. Each character in the area must succeed on a DC 14 Dexterity saving throw or take 9
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gather around the fire and hear his tale: Stanimir fills his mouth with wine, then spits into the fire. The flames turn from orange to green. As they dance and sway, a dark shape appears in the
form of a man being knocked from his horse, a spear piercing his side.
Stanimir continues. “One night, a wounded soldier staggered into our camp and collapsed. We nursed his terrible injury and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
place for his experiments. Even as he works for the Six, Hoobur continues to make it look as if he works for Dran Enterprises. The leadership of the Six expects that attacks on two Acquisitions
renovations. Evidence of a fight from many days ago is spread across the grounds, including slashed canvas and broken weapons. Mundane furniture and gear fills the tents, along with kegs of ale, casks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
adventurers. You can make Auril even tougher by having her use a lair action to teleport to the rooftop (area G9), where her roc can fight alongside her. A fight against Auril continues until the characters
that fills the entire room, sealing Vassavicken’s corpse in ice once more. Any creature in the room when Thrym breathes must succeed on a DC 16 Constitution saving throw, taking 44 (8d10) cold damage on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, which continues on the other side ten feet away. Fog obscures the chasm’s depths.
The chasm is 50 feet deep, and the lower 40 feet of it is heavily obscured by fog. At the bottom of the chasm are
blunt rocks and cave floor. The walls are rough and can be climbed with a successful DC 10 Strength (Athletics) check. The chasm fills with wind, thunder, or lightning at random times. If one or more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
their place on the altar. The ritual continues for 3 rounds or until all cultists have been dispatched. A Silence spell that envelops all the cultists also stops the ritual. If one or more cultists are
masks of Zargon’s cultists, allowing them to pass; otherwise, the duergar greet intruders with hostility. Acid Pool. A hissing, 3-foot-deep pool of digestive acid fills the area around the stone path. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Another four-armed gargoyle animates whenever another such door is opened. This process continues for as long as any gargoyles remain in the alcoves. The gargoyles don’t leave the room. Pillars of
smoke. Alcoves around the room hold statues of four-armed gargoyles shrouded in darkness.
Light. Dim light radiates from the pillars and fills the area. Any light source brought into or created in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
submerged in this pool must make a DC 10 Wisdom check to endure the intense itching caused by the acid that fills it. On a failure, the character takes 5 (1d10) acid damage and gains vulnerability to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
Burrow A large pile of rubble from a partially collapsed wall fills the southeast corner of this guardroom, while a narrow fissure mars the wall to the north. Despite these failings, the room serves as a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
once worked with Acquisitions Incorporated. In fact, he is enraged if they do not know his past. He fills in the details as needed, underscoring the travesty of his treatment from his own biased
the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cat’s next turn. Ending the Chase. Onyx continues her “playful
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
certain defeat at the hands of his other enemies. Rool’s betrayal doesn’t make him friendly toward the party. Once Daggerdark is dispatched, Rool continues to fight the adventurers to the bitter end
spills out through thin cracks in the lid and fills a 10-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 13 Constitution saving throw or be petrified for 1 hour
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the following text: A shallow stream fills only a fraction of the riverbed. At a bend, an unnatural arrangement of mud-caked stones juts from the exposed riverbank. It appears to be a crude stone lintel
. Callisos spends much time here, etching grimly poetic prayers to Athreos on the walls with ink and bone chisels. If called to battle by Antiophes, or if audible conflict continues in area 7 for more






