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                        Returning 35 results for 'degrees inside are blocks'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s 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 −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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     –30 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
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw
                                                
                                            
                                                
                                                     when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall’s area is difficult terrain for a creature that isn’t grappled. The wall sinks
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
                                                
                                            
                                                
                                                     water within 6 miles of the dragon turtle’s lair to 100 degrees Fahrenheit.
If the dragon turtle dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll
                                                
                                            
                                        
                                                    Apparatus of Kwalish
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Dungeon Master’s 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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     continual flame spell. Maddgoth’s 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
                                                
                                            
                                                
                                                     colored glass blocks embedded in them. The blocks are not lit when the characters first arrive, but pulling a lever in area 37 causes each block to shed colorful light as bright as that created by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Getting Started To begin, read the following boxed text aloud: The entrance to this cave is flanked by carved stone blocks etched with strange geometric patterns. You hear sounds of something
                                                
                                            
                                                
                                                     scuttling across the stone inside the cave.
 The sounds come from the carrion crawler in the hallway (area C4).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     round) before it dies. The temperature inside the asteroid’s 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 asteroid’s 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 asteroid’s 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 Master’s 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 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Darklake Brewery This huge, ramshackle brewery is built of stone blocks stacked to make walls between the petrified stems of a small forest of gigantic mushrooms. Big copper vats steam within
                                                
                                            
                                                
                                                     ale. This complex is the workplace and home of Clan Muzgardt, the duergar clan in charge of brewing Darklake Stout and in control of the brewing and importation of other spirits. Non-duergar aren’t welcome inside the brewery.
                                                
                                            
                                        
                                                     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 “Tunnel B” on map 5.3) rotates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s 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 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    General Features Unless otherwise specified, the floor and walls of the dungeon are sandstone blocks and flagstones. The walls are cool to the touch and the air is cold. Ceilings. The tomb’s ceilings
                                                
                                            
                                                
                                                     are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died, those who honored him in life transformed him into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Court of Orestes Features Beyond the entrance along the Khystonos River, the Court of Orestes is a crumbling, centuries-old tomb. Inside, its walls are made of thick stone blocks, and the ceiling is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    General Features Unless otherwise specified, the floor and walls of the dungeon are sandstone blocks and flagstones. The walls are cool to the touch, and the air is cold.  Map 11.1: Tomb of
                                                
                                            
                                                
                                                     DideriusView Player Version Ceilings. The tomb’s ceilings are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died
                                                
                                            
                                        
                                                     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 –30 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 “Treasure” 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->Out of the Abyss
                                                    
                                                
                                            
                                                    4. False Tomb Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a dozen clay canopic jars containing desiccated organs. These organs belong to
                                                
                                            
                                                
                                                     the inside of the sarcophagus with sovereign glue and can’t be moved. There is no treasure to be found. Trap Opening the sarcophagus triggers a magic mouth spell that calls out in a booming voice, “You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     decorative flourishes. This work has been done by kobolds in Arauthator’s 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->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     stone ring that, from inside the room, resembles a well. (If they entered from the west, the pewter cover is still in place.) This room is small and plainly decorated. On the north and south sides are
                                                
                                            
                                                
                                                     “crayfish” is nothing more than the shed shell of a long-expired resident of the fountain. Beneath it is a platinum key and chain (worth 20 gp). The key unlocks the portcullis that blocks the exit in area 53.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
                                                
                                            
                                                
                                                     hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
 Moving out of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     surround the broken table.
 Statues. Two 4-foot-tall statues of dwarves stand atop 2-foot-high blocks of stone at opposite ends of the room. The head of the southern statue has broken off and lies on the
                                                
                                            
                                                
                                                     floor nearby.
 This cast-iron tankard once hung from the ceiling by iron chains and is big enough for four dwarves to crawl inside. It weighs 1,500 pounds and makes a satisfying, bell-like clanging
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    What Tarina Knows Once her pirate friends are dealt with, Tarina shares the following information with the characters: “Several blocks northwest of here is a public bathhouse with a walled garden and
                                                
                                            
                                                
                                                     frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and I’m told there’s a secret door inside that leads to a dungeon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Bow’s End Tavern Features The tavern has the following features: Lighting. The magical lights inside the tavern are muted, but creatures can still see normally in all areas. Ceilings. The tavern’s
                                                
                                            
                                                
                                                     “Strixhaven Accessibility” sidebar. Patrons. Students of all years and colleges can be found in Firejolt Café. See chapter 7 for stat blocks for first-year students, and for apprentices and pledgemages from the different colleges.
                                                
                                            
                                        
                                                     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 — 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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
 —Jenna Helland, Godsend
 Arasta of the
                                                
                                            
                                                
                                                     Endless Web exacts her undying revenge upon two more champions of the gods
(BRIAN VALEZA) This chapter provides stat blocks for a variety of creatures unique to Theros, including mythic monsters
                                                
                                            
                                        
                                                     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 that’s 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 “Getting Inside” below). Characters approaching from the north can also see
                                                
                                            
                                                
                                                     approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
                                                
                                            
                                        





