Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'degrees inside are bird'.
Other Suggestions:
degrees inspire are bards
degrees inspire are bard
degree inside are bard
degrees inspire are birth
degrees inspire are born
Magic Items
Dungeon Masterâs Guide
;t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into
the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it canât attack. It obeys your simple commands and can carry up to 500
Magic Items
Dungeon Masterâs Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
Monsters
Tomb of Annihilation
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of â30 degrees Fahrenheit. Frost and
ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area
Monsters
Bigby Presents: Glory of the Giants
egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration.
2
The gold shell encloses a candy egg.
3
The egg holds a small toy goose that makes a loud
contains a brooch of shielding.
7
The egg contains a figurine of wondrous power (silver raven) that activates automatically as the egg is opened, releasing what appears to be a living bird.
8â12
The egg is empty.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
tell that these geese descend from a monstrous many-headed bird that dwells deep within the wilds. Though the knights of Eldraine consider its existence a myth, the folk of the wilds know that the
wilds have developed a symbiotic relationship with the Goose Mother, often bringing it fresh meat in exchange for the treasures inside its golden eggs.
If you have Bigby Presents: Glory of the Giants
Magic Items
Tomb of Annihilation
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
â30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Feather Token (Bird);Bird. You can use an action to toss the token 5 feet into
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Masterâs Guide (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Feather Token (Bird);Bird. You can use an action to toss the token 5 feet into
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Masterâs Guide (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
or determines it randomly by rolling on the Quaalâs Feather Tokens table. The type of token determines its rarity. Quaalâs Feather Tokens 1d100 Token Rarity 01â20 Anchor Uncommon 21â35 Bird Rare
canât be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare) You can take a Magic action to toss the token 5 feet into the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or determines it randomly by rolling on the Quaalâs Feather Tokens table. The type of token determines its rarity. Quaalâs Feather Tokens 1d100 Token Rarity 01â20 Anchor Uncommon 21â35 Bird Rare
canât be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare) You can take a Magic action to toss the token 5 feet into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
determines it randomly.
d100 Feather Token
01â20 Anchor
21â35 Bird
36â50 Fan
51â65 Swan boat
66â90 Tree
91â00 Whip
Anchor. You can use an action to
.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
determines it randomly. d100 Feather Token d100 Feather Token 01â20 Anchor 51â65 Swan boat 21â35 Bird 66â90 Tree 36â50 Fan 91â00 Whip Anchor. You can use an action to touch the token to a boat or ship
. For the next 24 hours, the vessel canât be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an action to toss the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description This thin book bears no title inside or out, though the keepers of Candlekeep cataloged it as the Book of the Raven based on how it was received. Its covers are cracked, unvarnished
thin sheets of black oak covered with bird scratches and little indentations made by pecking beaks. Bound with black wire between these covers are thirty-three pages that have yellowed with age and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
round) before it dies. The temperature inside the asteroidâs air envelope is 70 degrees Fahrenheit unless otherwise noted. An invisible gravity plane cuts through the asteroid along its equator, as
illustrated in the Side View of the asteroid on map 16. Creatures and objects inside the asteroidâs air envelope fall toward this gravity plane. Creatures and objects inside the asteroid fall toward the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
around the dock is no different from the air in the asteroid, and the temperature here is 70 degrees Fahrenheit. These things cease to be true when one leaves the asteroidâs air envelope, where the
inhospitable vacuum of space awaits. Ashtyrranthor Attacks! The adult red dragon Ashtyrranthor patrols the outside of the asteroid, staying inside its air envelope. If the characters stay on the dock for
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
the apparatusâs hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
sink 5 feet as it turns. Both ends of the tunnel are immediately cut off, trapping creatures inside. At the same time, a second crawlway perpendicular to the first (marked âTunnel Bâ on map 5.3) rotates
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
the apparatusâs hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
continual flame spell. Maddgothâs magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of â30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops
below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that reaches out with a dozen clawed human arms. The disk embedded in the altar can be removed by turning it 360 degrees counterclockwise. Removing the disk causes copper coins to spill out from a
hollow cavity inside the altar (see âTreasureâ below). If the altar is opened, the multiarmed representation of Ghaunadaur animates and attacks creatures within 10 feet of it or within 5 feet of the altar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Northern Smelter Smoke and Heat. Smoke fills this room, making the area lightly obscured. The temperature inside the room is a searing 120 degrees Fahrenheit.
Forge. Roaring flames fill a stone forge
out tremendous heat thanks to a fire elemental magically trapped inside it. Runes carved on the inside walls of the forge prevent the elemental from escaping or harming anyone outside the forge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
covered with bird droppings, broken roof shingles, mud, and mold. W2. Squatters During the spring, summer, and winter, each of these rooms is home to 1d6 + 1 squatters (commoners) who have made dens
enter. The floors are littered with broken shingles, bird droppings, wrecked furnishings, and other detritus, and scores of pigeons roost in the moldy rafters. W7. Secure Apartment The north door to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
decorative flourishes. This work has been done by kobolds in Arauthatorâs service, and its quality varies widely. Floors. The floors inside the iceberg are worn glass-smooth from decades of traffic. Arauthator
to rig a set of crampons from items in a climbing kit, or to convert a pair of kobold-sized crampons to fit a Medium creature. Snowshoes are of no help inside the iceberg. There are no stairs inside
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prone. The beams can be used to bar the double doors from the inside â a defensive measure in case the asteroid is attacked by spacefaring creatures. Each beam is 8 feet long and weighs 250 pounds
map. A magic ward keeps the temperature in this area at 10 degrees Fahrenheit. Characters who stay in this area for more than 1 hour suffer the effects of extreme cold (see chapter 5 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a few degrees above freezing year round, regardless of the season. Much of the meat brought in by the hunters feeds the cultists and the kobolds, but the extra is stored here for eventual use when
the ruined spear thatâs kept in area 4. With it, they sweep the leather strips to the left side of the corridor and wedge the end of the spear shaft into an angled socket in the floor just inside area 6. This holds the leather strips safely out of the way while they move in and out of the chamber.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
atop them.
Characters might approach the prison via the Jolly Pelican, or they might choose to approach on their own (see âGetting Insideâ below). Characters approaching from the north can also see
approaching from the south can see the prisonâs south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (â18 degrees Celsius) while
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Watchtowers Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads
extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
hovers a few degrees above freezing year round, regardless of the season. Much of the meat brought in by the hunters feeds the cultists and the kobolds, but the extra is stored here for eventual use when
bring the ruined spear thatâs kept in area 4. With it, they sweep the leather strips to the left side of the corridor and wedge the end of the spear shaft into an angled socket in the floor just inside area 6. This holds the leather strips safely out of the way while they move in and out of the chamber.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
atop them.
Characters might approach the prison via the Jolly Pelican, or they might choose to approach on their own (see âGetting Insideâ below). Characters approaching from the north can also see
approaching from the south can see the prisonâs south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (â18 degrees Celsius) while






