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Returning 35 results for 'degrees inside are break'.
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degrees inspire are breath
degrees inspire are brink
degree inside are break
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
Magic Items
Dungeon Masterâs Guide
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
an object that isnât being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
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
Monstrous Compendium Vol. 1: Spelljammer Creatures
creatures, or eight Tiny creatures. A creature inside a cavity has three-quarters cover against attacks and other effects that originate outside the cavity. The yggdrastiâs cavities arenât
inside its trunk in which Medium or smaller creatures can lurk.
Yggdrasti attack any settlements or spelljamming ships they come across without provocation. By using a speak with plants spell or
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
Magic Items
Princes of the Apocalypse
damage.
You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane canât be used this way again until the next dawn.
Song of the Four Winds. While inside an
you perform the ritual, Windvane canât be used to perform the ritual again until the next dawn.
Flaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: âI break my vows and plans. Duty and honor mean nothing to me.â
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesnât require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisonerâs distorted reflection visible in the fractineâs glassy surface
Magic Items
Princes of the Apocalypse
inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you
perform the ritual, Ironfang canât be used to perform the ritual again until the next dawn.
Flaw. Ironfang heightens its wielderâs destructive nature. While attuned to the weapon, you gain the following flaw: âI like to break things and cause ruin.â
Monsters
Bigby Presents: Glory of the Giants
vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the
, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the
Monsters
Candlekeep Mysteries
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an object.
Legendary Resistance (3/Day). If
unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
more than once per turn. The seer takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Out-of-Phase Movement", "rollDamageType":"force"} force damage if it ends its turn inside an
even a momentâs contact is enough to break a mortalâs mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Monsters
Curse of Strahd
has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.
Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
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
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
end of another creatureâs turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder
Magic Items
Lost Laboratory of Kwalish
), but doesnât gain access to the userâs knowledge, features, or proficiencies.
Freeing a creature trapped inside the armor first requires defeating the armorâs automatic defenses
. Freeing the user first requires defeating the armorâs automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armorâs control.
Alternative
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->The Wild Beyond the Witchlight
marionette on a successful check. If freed, Break-a-leg springs to its feet and shakes each character by the finger. Its jaw moves up and down as it talks, and its head can rotate 360 degrees. The skeleton
see a wooden marionette carved and painted to look like a human skeleton. It appears to be tangled in its own strings. âI seem to have gotten myself in a wee fix.â
The wooden marionette is Break-a
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->Divine Contention
creature that starts its turn inside the planar beacon room (area B13) is paralyzed for one minute. If a character grabs a paralyzed monster and then rings the silver bell, they can drag the creature
back to the Material Plane and imprison it inside one of the dimensional cells. While the characters are dealing with the monsters, Gallio tries to unlock the ruinstone from its pedestal. After 5
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->Out of the Abyss
prepared before being captured.) Moreover, spellcasting isnât possible inside the slave pen because of its magical wards (see area 11). Slipping out of manacles requires a successful DC 20 Dexterity
. The iron collars can be broken with a successful DC 20 Strength check. The collars have 12 hit points. A character who fails a check to break a collar, break a set of manacles, or escape from a set of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
flailing away at the creatures inside with its tentacles, as described above in âThrashing Tentacles.â Round 2 The octopusâs weight and writing tentacles cause the ship to list 30 degrees to port. At the
begin to break over the ship. The port half of area 1 is 3 feet below water, while the starboard edge remains 5 feet above it. Round 14 If the rowboat began its approach on round 4, it arrives at the
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
44. Wizardâs Armory This room is locked, its key lost. Otto punched a hole through one of the doorâs glass panes to get a look inside but didnât see anything of interest. Characters who peer inside
, east of the door, hangs a framed scroll pressed flat behind a sheet of glass. Bolted to the wooden frame is a tiny metal plaque that reads, âBreak glass in case of emergency.â
MaddÂgothâs idea of an
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->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->Icewind Dale: Rime of the Frostmaiden
inside the hold, followed by the guttural snarls of some creature. The ship is not as abandoned as it appeared!
An ice troll (see appendix C) was chasing a herd of seals when it spotted the abandoned
ship and crept across the ice to explore it, hoping to find something tasty inside. It spooked some kobolds in the hold and chased them into a cabin. The kobolds were able to barricade the door, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to an underground temple. A crumbling stone door separates the monster from the templeâs interior.
The Blue Fire Wardens are trapped inside their own temple. If the characters donât intervene, the
borthak (see appendix A) will soon break through the temple door. The borthak is too large to fit through the stone door and into the temple, though smaller creatures can slip through with some effort






