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Returning 35 results for 'direction injuries are break'.
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direction injured are break
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
no longer has the incapacitated condition, 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 link, doing so
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Break Concentration. The elder brain targets one creature within 120 feet of it with which
Monsters
Mordenkainen Presents: Monsters of the Multiverse
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Relaxation Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for
adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system. Resources. Relaxation requires one week. A character needs to maintain at least a modest
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
enemies who deal grievous injuries to it and attacks them without mercy. The cult members, briefly transfixed by the spectacle they have just witnessed, are not immediately hostile, though they defend
the avatar is getting the upper hand) or break off and run away (if the characters seem to be in control of things).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
eight-foot-diameter, circular wooden disk painted to look like a smiling moon leans against one wall.
From a cluttered corner, a raspy voice says, “Psst! Over here!” Glancing in that direction, you
see a wooden marionette carved and painted to look like a human skeleton. It appears to be tangled in its own strings. “I seem to have gotten myself in a wee fix.”
The wooden marionette is Break-a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
approaches the Second Wind, an enormous jet-black behemoth glides out of the darkness and cosmic dust, its red eye glowing brightly as its jaws open wide. Long, stringy strands of saliva break off
who were surprised can’t act until the next round. A character can use an action and a pair of oars to row the jolly boat 10 feet horizontally in any direction along the gravity plane shared by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
substance that is totally frictionless. This silvery stuff is inert and utterly unaffected by any force, magical or otherwise. Anything that alights on the surface will move in the direction of its
slightest movement in any direction would unbalance it enough to send it moving in that direction. Magic that augments movement (such as fly, jump, and levitate) and teleportation effects do not work in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was. You were a victim of a legal incident that was ostensibly the
fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout. d8 Personality Trait
1 I can’t
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
no evidence of the intruders except dwarven boot tracks in the snow leading north. Since there are no known settlements in that direction, the townsfolk assume that Auril’s everlasting winter has
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the
missing patch of shell. However, rather than humbling the great dragon turtle, these injuries have made him more irascible. Those who meet the dragon turtle are advised to pay whatever price he asks, and to treat him with the deference he believes he deserves.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
gain his trust. Characters who break into his house have disadvantage on all Charisma checks made to interact with Marciano. Once the characters gain Marciano’s trust, he shares the following
. Marciano sent word to Leilon for help after the first attack, but more raids followed. There was one attack each day at a different time from a different direction. With every attack the shark people
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. Everyone in area 1 is thrown into the sea, 2d20 feet in a random direction away from the capsized hull. The rowboat moves 20 feet away from the hull in a bid to avoid any monsters. Any creature that ends
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
square with great haste, disappearing into their hovels. As spear-toting guards with grim faces move with purpose toward the southwest gate, you hear a booming voice from that direction as it calls out
walls, not targeting anyone or anything specifically but looking to cause widespread panic. As townsfolk take cover, Drufi and her two giant bodyguards try to break down the southwest gate and fight their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. She confirms that the town has been experiencing break-ins and robberies lately, but no one has witnessed a potential culprit. The only clue is a set of tracks leading in the direction of Kelvin’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
boundaries. Beyond impromptu checks, once during a session, after a scheduled break, check in with the group and consider asking the following questions: What do your characters hope will happen? What do your
&D is improvisational, the game can go in unexpected directions. If a direction makes the game a worse experience for anyone, use these tools to correct course. Many content tools exist, but a popular
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has her back to the upstairs window that faces east, and can’t see anyone approaching from that direction. Her incessant singing is so loud that she can’t hear anything but the loudest noises outside
clockwise direction and forming landings at various points. Situated next to each landing is a 9-foot-tall arrow slit that tapers to a width of 5 inches. Much of the tower floor and the staircase is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reinforced with crudely forged steel. The sturdy lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A successful DC 20 Strength check will break the doors down. The smell
. The copper pipe that extends from the tank is 10 feet long and can be turned so that its nozzle points in any direction. The nozzle is pointed toward the pit by default. Any creature can use an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll. Use a d6 instead of a d4 in the high intensity zone. d20 Encounter 1–2 1 fire elemental 3 1d8 magmin 4 1d3 salamanders (see area W7) 5 Crust break 6 Flame gout 7 Lava rain 8 Smoke cloud 9
Sulfur cloud 10–20 None Crust Break. A random character steps on a particularly thin spot on the floor. The character must succeed at a DC 10 Dexterity saving throw or fall into a hole (seventy-five
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
(your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Malbolge’s avalanches, causing injuries that are agonizing but never fatal. Some locations on the mountain are shielded from the rockfall by structures that have projections pointing upslope so that
contracts contain loopholes. In return for giving their souls to her instead, such individuals learn how to break the contract and negate whatever price the contract says they must pay.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
10 Minor scuffle or petty theft 15 Brawl involving several people, theft of a valuable 20 Large brawl resulting in several injuries, theft of a prized item 25 Murder, serious brawl involving most of
random components take 6d6 fire damage, and the fire continues. Make another set of checks. Total Failure The crew’s quality score decreases by 1 due to injuries, while the hull and 1d3 other random
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Baphomet Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and
or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
narrative. Additional events, rumors, and encounters can be used as needed or added as side treks or distractions. The following encounter seeds are meant to be used when you want to break up the
narrative or if the players get off track. Each can be expanded as you like, and is meant to tie into one of the main chapters in the adventure (or to let you gently guide the players in that direction). Each
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
narrative. Additional events, rumors, and encounters can be used as needed or added as side treks or distractions. The following encounter seeds are meant to be used when you want to break up the
narrative or if the players get off track. Each can be expanded as you like, and is meant to tie into one of the main chapters in the adventure (or to let you gently guide the players in that direction). Each
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
narrative. Additional events, rumors, and encounters can be used as needed or added as side treks or distractions. The following encounter seeds are meant to be used when you want to break up the
narrative or if the players get off track. Each can be expanded as you like, and is meant to tie into one of the main chapters in the adventure (or to let you gently guide the players in that direction). Each
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
direction of a relevant work in the collection (if it exists). Treasure. Among the candles in the alcove sits a partially melted candle of invocation of a random alignment that has 1 hour of use remaining
the sculpture and table, trying to break them loose.
The two mezzoloths attack the characters on sight and fight to the death. Castellan. The statue and table here are together a unique magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
break the pot, destroying it. The awakened shrub is friendly toward whoever planted it. Absent commands from its creator, it does nothing. 26b. Secret Tomb In the middle of the dusty tomb rests a 7,500
changes direction to follow the sloped tunnel until it comes to rest in area 26c. The sphere can move through other creatures’ spaces, and creatures can move through its space, treating it as difficult






