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                        Returning 35 results for 'domain immersed are break'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
                                                
                                            
                                                
                                                     lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The cultist
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
                                                
                                            
                                                
                                                    ", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    -known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
                                                
                                            
                                                
                                                     Embrace", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
                                                
                                            
                                                
                                                     Embrace", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water
                                                
                                            
                                        
                                                    Graz'zt
                                                    
    
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        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
                                                
                                            
                                                
                                                     the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
                                                
                                            
                                                
                                                    :
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
                                                
                                            
                                                
                                                     turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    , “Into the Mists”, to understand his personality and goals.
Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    , toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined
                                                
                                            
                                                
                                                    Domain Theme A Domain of Delight might have a prevailing theme, which you can determine randomly by rolling on the Domain Theme table.  Domain Theme   d8 Theme   1 Adversarial. Adversarial
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     ready to play. Or maybe your group needs a break or a diversion from the ongoing campaign. In any of these cases, you can pick an adventure from this book and run it.
 In an Ongoing Campaign Maybe
                                                
                                            
                                                
                                                     campaign, and you want to give them a change of pace before they get immersed in the next act of the unfolding drama. Or they’re traveling halfway around the world, and you’re looking for something to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Adventures in Mordent Mordent is the realm of the classic ghost story. In tone and trappings, the domain resembles the countrysides of Gothic literature: lands dotted with haunted manor houses
                                                
                                            
                                                
                                                    . This domain is particularly appropriate for stories that deal with the lingering influence of the past, the oppressive weight of tradition, and the ongoing effects of generational curses. The restless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
                                                
                                            
                                                
                                                     realm. (For example, Bavlorna Blightstraw considers herself the owner of Hither and everything in it.) Also, the hags are far less inclined to punish those who break the rules than Zybilna was, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     or be drawn through the glass, becoming submerged in the water. Weapons can be used to break the glass (AC 15, 20 hit points). If the glass is destroyed, the water in the pool and those trapped in it
                                                
                                            
                                                
                                                     spill out into the room. Golden Liquid. Any nonmagical object immersed in the basin reacts with the fluid inside, which turns the object into gold for 1 hour. If any of the golden liquid is removed from the basin, it becomes colored water.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     whatever they can to free Elturel and return what’s left of it to Faerûn. To do so, they must scour Avernus for the means to destroy the Companion or break the enormous chains that shackle that city
                                                
                                            
                                                
                                                     across Avernus — a domain rife with tortured souls, warmongers, and devils eager to tempt would-be heroes into soul-corrupting deals. The more time she spends with the characters, the more Lulu begins
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Graz’zt’s Lair Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward
                                                
                                            
                                                
                                                     lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Graz’zt’s Lair Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward
                                                
                                            
                                                
                                                     lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most
                                                
                                            
                                                
                                                     of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     old vampire hunter, lock him in the dungeons of Castle Ravenloft, and slowly break his spirit. Chapter 5 describes the town of Vallaki, where van Richten currently resides incognito. Search for a
                                                
                                            
                                                
                                                     Successor or Consort Strahd can sense the arrival of new blood in his domain. When newcomers enter Barovia, he shifts his attention from Ireena Kolyana and van Richten to his new guests so that he can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
                                                
                                            
                                                
                                                     characters can easily break their bonds.  Once the characters have encountered all four haunted zones, they don’t encounter any more. Long rests function as normal, and the haunted doorways become normal doorways.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     might replace or supplement the slaadi). The top of the watchtower, however, is the domain of the death tyrant. None of the Aberrations within the watchtower can leave it, thanks to the ancient knights
                                                
                                            
                                                
                                                    —volcanic activity, for example, spreading from Mekkalath’s lair—could also break the wards and release the creatures trapped within. The death tyrant is desperate to escape the watchtower and promises
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     Followers of Shargaas Followers of Shargaas dwell within the most remote area of the stronghold, immersed in darkness and feared by the rest of the tribe. The tribe’s altar to Shargaas is a bloodstained
                                                
                                            
                                                
                                                     in the cliff face far away from their lair. A tunnel leads through layers of damp stone and crystallized minerals before eventually opening out into their subterranean domain. Captives are used as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     through crowds and paying close attention to suspicious-looking folks. If discovered, Kettlesteam tries to flee from the main thoroughfare, using tents and other carnival features to break line of sight
                                                
                                            
                                                
                                                     characters corner her, Kettlesteam tells her story in the voice she stole from Candlefoot: Many years ago, she made a fey pact with Zybilna, the archfey who rules the Feywild domain of Prismeer. Recently
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    . You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards
                                                
                                            
                                                
                                                     associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break these restrictions. Can a half-elf live among the elves and study their bardic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     truth.
 Tasha
 Graz’zt’s Lair Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence
                                                
                                            
                                                
                                                     within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. Beguiling Realm. Within 6 miles of the lair, all Wisdom (Insight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     go on its dinner break (despite being a skeleton). Slot Machines. One side of the gambling pit features banks of strange clockwork machines, each with a large red lever and a slot for tokens. These
                                                
                                            
                                                
                                                     in the lounge, taking a break from gambling and watching the three harpist skeletons on the stage. Chatting up these duergar can provide information as in the gambling hall, at a rate of 1 token per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     and psychic damage. The chains are rusty but solidly locked. A character can pick the lock with a successful DC 15 Dexterity check using thieves’ tools. A character can break the chains with a
                                                
                                            
                                                
                                                     Cargo The door to this area is locked. A character can pick the lock with a successful DC 15 Dexterity check using thieves’ tools. A character can break the door open with a successful DC 12 Strength
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     characters who offend or threaten her. Any such creature that enters the pool or starts its turn immersed in it takes 11 (2d10) acid damage. Cyrena knows the hags and their minions for what they truly
                                                
                                            
                                                
                                                    
 Challenge 2 (450 XP) Proficiency Bonus +2
 Amphibious. The naiad can breathe air and water.
 Invisible in Water. The naiad is invisible while fully immersed in water.
 Magic Resistance. The naiad
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     understand his personality and goals. Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless
                                                
                                            
                                                
                                                     characters are in a residence, Strahd’s creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that’s left of a party
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
                                                
                                            
                                                
                                                    
 Languages Common, Draconic, Infernal
 Challenge 30 (155,000 XP)
 Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     Feywild explorer is that most fey contracts can be broken with a remove curse spell or similar magic. Only the most powerful fey contracts are hard to break—ones woven by ancient hags, the queens of the
                                                
                                            
                                                
                                                     a Domain of Delight).
 Inspiration. You gain inspiration each day at dawn for 2d4 days.
 Invitation. You receive an invitation to the Summer Court or the Gloaming Court (though this invitation does
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     giants eat them all? 2 A family of stone giants fell under the sway of Lolth and allied with Lolth-worshiping drow to raid the surface. Adventurers must break the alliance or eliminate the stone
                                                
                                            
                                                
                                                     settlements near the giants’ realm. 2 Convinced she is the rightful ruler of another giant’s domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants’ realms. 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
                                                
                                            
                                                
                                                    . Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     how a human came into ownership of such fine dwarven tools. A few suspect treachery and might hire the characters to break into this place and make off with anything that “rightfully” belongs to the
                                                
                                            
                                                
                                                     adventurers. PROCAN, SAILOR OF SEA AND SKY
 Procan is a chaotic neutral deity of the sea and weather. He offers his clerics access to the Tempest domain. He is embodied in the sudden storm that overtakes a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
                                                
                                            
                                                
                                                     layer break off from time to time, creating deadly, booming avalanches. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside. Malbolge’s current ruler is
                                                
                                            
                                        





