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Returning 35 results for 'before both drowning charge returns'.
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Monsters
Forgotten Realms: Adventures in Faerûn
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
’s Charge
1d6
The Swanmay Is Devoted to Protecting …
1
A hidden spring.
2
A lakeshore recently ravaged by a forest fire.
3
The conjunction of three rivers
Monsters
Tales from the Yawning Portal
kelpie returns to its true form if it takes a bonus action to do so or if it dies.
False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal
);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Slam","rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
Drowning
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.
Riffling Portal. As an
Monsters
Tomb of Annihilation
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. While holding it, you can expend 1 or more of its charges to use the following properties: Robson Michel Deck of Dimensions Marked Card. As a bonus action, you can expend 1 charge to draw a
hours, the card returns to the deck, and the mark on it fades. Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, their psychology never changes and their wounds never heal. Consider the following reasons why a Darklord’s torment remains unignorable and central to a domain’s story: Deathless Returns. Those who
cursed to be unable to learn from past mistakes or perceive their own failings, though they’re convinced that this time will be different. Shocking Reminders. The domain is drowning in symbolic
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, their psychology never changes and their wounds never heal. Consider the following reasons why a Darklord’s torment remains unignorable and central to a domain’s story: Deathless Returns. Those who
cursed to be unable to learn from past mistakes or perceive their own failings, though they’re convinced that this time will be different. Shocking Reminders. The domain is drowning in symbolic
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, their psychology never changes and their wounds never heal. Consider the following reasons why a Darklord’s torment remains unignorable and central to a domain’s story: Deathless Returns. Those who
cursed to be unable to learn from past mistakes or perceive their own failings, though they’re convinced that this time will be different. Shocking Reminders. The domain is drowning in symbolic
Magic Items
Tomb of Annihilation
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it
Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
Drowning Hypnosis. The kelpie
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it
Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
Drowning Hypnosis. The kelpie
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it
Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
Drowning Hypnosis. The kelpie
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowning almost all of its living occupants. To say that the Emperor now has a skeleton crew would be an overstatement. Of all the cultists who escaped the island, only a single evil druid remains alive
monstrosities. The climax of the adventure is a race against time as the octopus returns for a final onslaught, with decks flooding, the ship sinking, and characters scrambling through the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowning almost all of its living occupants. To say that the Emperor now has a skeleton crew would be an overstatement. Of all the cultists who escaped the island, only a single evil druid remains alive
monstrosities. The climax of the adventure is a race against time as the octopus returns for a final onslaught, with decks flooding, the ship sinking, and characters scrambling through the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowning almost all of its living occupants. To say that the Emperor now has a skeleton crew would be an overstatement. Of all the cultists who escaped the island, only a single evil druid remains alive
monstrosities. The climax of the adventure is a race against time as the octopus returns for a final onslaught, with decks flooding, the ship sinking, and characters scrambling through the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
necessary number of charges to activate one of the following properties: You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you
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->Tomb of Annihilation
necessary number of charges to activate one of the following properties: You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you
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->Tomb of Annihilation
necessary number of charges to activate one of the following properties: You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you
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->Storm King's Thunder
information, Hekaton (or Serissa) leaves Imperator Uthor in charge of Maelstrom and sets out with four storm giant bodyguards named Nimir, Orlekto, Shaldoor, and Vaasha (see appendix D for statistics
roll initiative for each storm giant. The former approach expedites combat; the latter leads to a battle with more verisimilitude. HARSHNAG RETURNS!
If the characters decide to confront Iymrith
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information, Hekaton (or Serissa) leaves Imperator Uthor in charge of Maelstrom and sets out with four storm giant bodyguards named Nimir, Orlekto, Shaldoor, and Vaasha (see appendix D for statistics
roll initiative for each storm giant. The former approach expedites combat; the latter leads to a battle with more verisimilitude. HARSHNAG RETURNS!
If the characters decide to confront Iymrith
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information, Hekaton (or Serissa) leaves Imperator Uthor in charge of Maelstrom and sets out with four storm giant bodyguards named Nimir, Orlekto, Shaldoor, and Vaasha (see appendix D for statistics
roll initiative for each storm giant. The former approach expedites combat; the latter leads to a battle with more verisimilitude. HARSHNAG RETURNS!
If the characters decide to confront Iymrith
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of
is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of
is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of
is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
turn. On a miss, the boomerang returns to the thrower’s hand. Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
turn. On a miss, the boomerang returns to the thrower’s hand. Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
turn. On a miss, the boomerang returns to the thrower’s hand. Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them.
The two statues are iron golems. Each horse and
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them.
The two statues are iron golems. Each horse and
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them.
The two statues are iron golems. Each horse and
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into