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Returning 18 results for 'action seeps'.
Other Suggestions:
action sheds
action sees
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action seeks
action seems
Magic Items
Storm King's Thunder
This diamond contains the blood of a creature — blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the
blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
Magic Items
Eberron: Rising from the Last War
. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can
move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30
Monsters
Quests from the Infinite Staircase
ties), Zargon can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
Dissolution. Zargon dissolves into a glob of slime, seeps to an unoccupied space
that area when the slime appears has the grappled condition (escape DC 15). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn’t Undead. You sense the distance and direction of the creature relative to
it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any
equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action
Monsters
Fizban's Treasury of Dragons
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary
, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant
Monsters
Fizban's Treasury of Dragons
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
water, north of the statue. (It’s invisible while underwater.)
The ooze uses its Psychic Crush action option (see the “Variant: Psychic Gray Ooze” sidebar in the “Oozes” entry in the Monster Manual
the statue’s neck. The compartment contains melted wax from candles that were used to illuminate the statue’s head like a jack-o’-lantern. Water The water seeps through cracks in the ceiling of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region. Emerald dragons
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Beguiling Whisper. The dragon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
seeps into the hall through cracks in the arched, 20-foot-high ceiling, spilling onto a 40-foot-long stone table surrounded by stone chairs as big as thrones.
Dishware. Shallow niches in the walls
within reach of the diamond can use an action to take it. Without the diamond, the generator shuts down and the walls of force in area 8 disappear. The device can’t function without the diamond (or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
at them until they leave or until the poltergeist is destroyed. The poltergeist is invisible and can’t speak. L11: Warehouse 6 Bright light seeps through cracks around the sliding metal doors of this
back of the vehicle is the only entrance, and Ignus used a spell scroll of arcane lock to seal it. A character can use an action to try to pull open the magically sealed hatch, doing so with a successful
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
count 20 (losing initiative ties), Zargon can take one of the following lair actions; it can’t take the same lair action two rounds in a row: Dissolution. Zargon dissolves into a glob of slime, seeps to
that area when the slime appears has the grappled condition (escape DC 15). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
Undermountain. A character who has placed a piece of themselves in a particular doll can use an action to mutilate the doll in one of the following ways to gain a desired result: If the doll’s eyes are pierced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
up or down as an action from the first floors of the adjoining towers. Lifting the bars from within the central yard of area B2 requires a successful DC 15 Strength (Athletics) check, while bursting
simultaneously. For each winch, it takes 3 actions to raise a portcullis or 1 action to lower it. As an action, a creature can try to lift a portcullis above its head, doing so with a successful a DC 25
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(Perception) score of 13 or higher hear a steady hiss as the gas seeps through tiny holes in the wall. The gas immediately fills the room and dissipates after 1 minute. While the room is filled with gas, each
beehive.
The locked cage holds what little treasure the Guardians of Gorm have accumulated. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. The stairs that hug the edge of the pit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
now stands watch in area B24, and the other is here. The ancient construct is equivalent to a stone golem with 102 hit points and no Multiattack action (challenge rating 4 instead of 8). Roleplaying
porous rock obelisk. It seeps forth on her command. Erione has manacled a female deep gnome named Rukhelmoth “Rukh” Glitterstone to the stone post at the foot of the obelisk and intends to offer him as a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Upper City to alert Thurstwell Vanthampur, the oldest of Duke Thalamra Vanthampur’s sons. Thurstwell instructs the imp to return to its post but takes no further action, hoping that the
) are flooded with murky water to a depth of 2 feet to make them difficult terrain. The water seeps into the dungeon from nearby sewers through cracks in the limestone. It carries a foul stench and is