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Returning 35 results for 'strong cause locations'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to
warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on
Monsters
Bigby Presents: Glory of the Giants
Burst", "rollDamageType":"fire"} fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.Multiattack. The cinder hulk makes two Slam attacks.
Slam. Melee Weapon Attack: +8
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Infernal Machine Rebuild
initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:
A strong current moves through the thessalkraken’s lair. Each
Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
Merrenoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the
same effect two rounds in a row:
The ship regains 22 (4d10);{"diceNotation":"4d10","rollType":"healing","rollAction":"Lair Action"} hit points.
A strong wind propels the ship, increasing its speed by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
(Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst from the ground at a point
in Stygia.
Freezing strong winds howl around the area within 1 mile of the lair.
Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area
Monsters
Candlekeep Mysteries
lichen lich can take a lair action to cause one of the following effects:
Poisonous spores fill a 10-foot cube that the lich can see within 120 feet of it. Any creature that enters the cloud for the
strong wind.
The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
Monsters
Eberron: Rising from the Last War
initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
An eye opens on a solid surface within 60 feet of
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mission.) The Wyrmdoom goliaths are willing to share their dwelling with travelers and guests, but they hold a strong dislike for the goliaths of Skytower Shelter. The characters can learn the cause of that resentment by speaking to Ogolai, chieftain of the Thuunlakalaga clan.
Crag who wants to return home. The characters seek to end the feud between the goliaths of Skytower Shelter and Wyrmdoom Crag. (The characters will need to visit both locations to succeed in their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Skywrite 2nd-level transmutation (ritual) Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 hour You cause up to ten words to form in a part of the sky you can see
. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hollow Mine Features Hollow Mine has the following features: Ceilings. Most ceilings are about 10 feet high, except for the ceiling in area H5. Light. None of the mine’s locations are lit unless
otherwise indicated. Wailing Wind. The structure of the mine and the elevation difference between its shafts funnels a strong wind through the tunnels. Gusts of air hiss and howl, imposing disadvantage on Wisdom (Perception) checks that rely on hearing.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels — evidence that is often the first clue to the nearby presence of a kruthik hive
where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Sharper Weapons. Although they can feed on carrion
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Kalashtar can’t directly
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
uncover additional components scattered across distant places — and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However
. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube
. Doors and shutters being held open by someone or something aren’t affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
begins shaking. The tremor is strong enough to start small slides of pebbles from the hillsides and cause shrubs and brush to wave from side to side, but then it subsides. A moment later, horrible insect
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
arrive at one of these locations, read the following boxed text to the players: Colossal spiked chains extend across the hellscape, their links partially buried under the ash and large chunks of masonry
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Background Two archdevils—Zariel and Bel—have longed battled for control over Avernus, the first layer of the Nine Hells. To advance their cause, both archdevils plan to rebuild the Infernal Machine
), both agents have located additional missing components. However, recent expeditions to the locations described in these texts has proven fruitless, with the missing components revealed as lost
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
ways. Kalashtar have symmetrical, slightly angular features. The eyes of a kalashtar often glow when it is focused on a task or feeling strong emotions. The kalashtar can’t directly communicate with
spirit or the source of their psychic gifts. The bond to the spirit can cause some kalashtar to display unusual quirks of behavior. You can roll or select a trait from the following table. Kalashtar Quirks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s attention, because either minions or the dragon’s magical connection to the hoard alerts the dragon to intruders. A dragon coming to investigate the disturbed lair has a strong incentive to
strip an adult or ancient dragon of legendary status by plundering the dragon’s entire hoard across all its locations. For this to work, the dragon would have to be magically bound or otherwise
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Notable Locations Many ports dot the coast of Xen’drik. In addition to the treasures of the giants, Xen’drik is a source of Siberys dragonshards and other exotic resources. Scholars and merchants
crystal as strong as steel) and dwarfed by a nearby monolith believed to serve as a psychic anchor for the city. Outsiders are rarely welcome within the walls of Dar Qat. Stormreach. Once a haven for
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and horse, savor freedom and champion nature’s cause. Goblins are small, fierce, stealthy, and sometimes comical. Loxodons resemble humanoid elephants with powerful bodies, stoic natures, and serene
wisdom. Minotaurs on Ravnica are sophisticated tacticians as well as strong and fierce warriors. Simic hybrids are the results of the Simic Combine’s Guardian Project, which magically infuses the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
principle that communities with common cause that engage in trade are less likely to go to war with one another. By maintaining strong trade ties within the alliance as well as outside it, the Lords’ Alliance helps to keep the peace.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kraken takes a lair action to cause one of the following magical effects: A strong current moves through the kraken’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
strong, central narratives that challenged players to take a creative approach to problem solving. They usually included multiple, smaller locations to explore, lending a sense of variety to a single adventure.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures
’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
City Overview The city is yours to make your own. A few important features and locations are described in the sections that follow, but otherwise flesh out the city as you and your players see fit
Locations”). City Walls A 30-foot-high stone wall winds like a snake around the city. Two other walls, identical in height to the outer wall, separate the city into its three great sections. Access to
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
was strong enough to carry off the masts, sails, and rigging. Its figurehead, once a majestic angel in flight, has been hacked and disfigured. Captain Wolgar and the sailors aboard Soul of Winter
the only way inside. All locations on the ship are identified on map 4.1. Soul of Winter comes no closer than 500 feet to the derelict. After taking the characters up to the ship, the sailors move 200
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reacting to ignorant invasion of my own. 2 I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. 3 I have a strong
people are a comfort to me so far from home. 3 I hold no greater cause than my service to my people. 4 My freedom is my most precious possession. I’ll never let anyone take it from me again. 5 I’m
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from their own secret passageways or induce builders to make new ones. After centuries of such unreliable maintenance, the Old Wall stands proud and strong, but only outwardly so. In truth, the
barrier is riddled with numerous secret holes through — or, more often, underneath — its stones. Knowledge of such secret passages’ locations is jealously guarded, and the hidden ways are used only
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
relic appeared to be a golden orrery housing, missing its geared clockwork components. It was obviously a magic item of some kind, but arcane lore wasn’t the party’s strong suit, so the orrery was set
sidewalks across the city. In the end, the orrery housing was too strong even for the destructive power of the shrine, and Caerhan died during his heroic attempt to rid the world of the dangerous device. Now