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Returning 35 results for 'bonus blasting diffusing currents retreats'.
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Monsters
Spelljammer: Adventures in Space
feyr has two tentacles, each of which can grapple one creature.
Invisibility. The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.
Nightmare
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
Classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
of the Drunken Master Features
Monk Level
Feature
3rd
Bonus Proficiencies, Drunken Technique
6th
Tipsy Sway
11th
Drunkard’s Luck
17th
Intoxicated Frenzy
Classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
of the Drunken Master Features
Monk Level
Feature
3rd
Bonus Proficiencies, Drunken Technique
6th
Tipsy Sway
11th
Drunkard’s Luck
17th
Intoxicated Frenzy
Monsters
Fizban's Treasury of Dragons
following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circlet of Blasting Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
blasting hangs across the giant’s back and is sized for a storm giant. However, it magically resizes to fit in the hands of whoever holds it. Storm Giant Skeleton Storm Giant Skeleton
Huge undead
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
blasting hangs across the giant’s back and is sized for a storm giant. However, it magically resizes to fit in the hands of whoever holds it. Storm Giant Skeleton Storm Giant Skeleton
Huge undead
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
blasting hangs across the giant’s back and is sized for a storm giant. However, it magically resizes to fit in the hands of whoever holds it. Storm Giant Skeleton Storm Giant Skeleton
Huge undead
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
, masterful foe. Way of the Drunken Master Features Monk Level Feature 3rd Bonus Proficiencies, Drunken Technique 6th Tipsy Sway 11th Drunkard’s Luck 17th Intoxicated Frenzy Bonus Proficiencies When
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
, masterful foe. Way of the Drunken Master Features Monk Level Feature 3rd Bonus Proficiencies, Drunken Technique 6th Tipsy Sway 11th Drunkard’s Luck 17th Intoxicated Frenzy Bonus Proficiencies When
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
, masterful foe. Way of the Drunken Master Features Monk Level Feature 3rd Bonus Proficiencies, Drunken Technique 6th Tipsy Sway 11th Drunkard’s Luck 17th Intoxicated Frenzy Bonus Proficiencies When
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form






