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Returning 35 results for 'capture water readily'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage on a successful one.Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to
but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. On rare occasions, frost giant;frost giants (see the Monster Manual) capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.ColdFire
Equipment
neogi try to steal its spelljamming helm and capture its crew.
A nightspider’s crew usually consists of nineteen neogi and up to a half-dozen umber hulks, which the neogi use as shock troops
.
Nightspiders are designed for space travel alone and can’t float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Monsters
Vecna: Eve of Ruin
against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can’t validate his superiority or help advance his goals
through water. Kas has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While
Backgrounds
Ghosts of Saltmarsh
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second
home, the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that
Triton
Legacy
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Species
Volo's Guide to Monsters
the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water
the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility, would not allow their foes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters to follow them by sound. If any quasit escapes, the cultists in area 12 can’t be surprised and prepare an ambush. Development If the characters manage to capture and interrogate a quasit, the
creature readily surrenders the name of Narrak — the derro savant leading the cultists in the Whorlstone Tunnels (see area 12). In exchange for its life, the quasit reveals that the cult plans to curse
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against
Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters to follow them by sound. If any quasit escapes, the cultists in area 12 can’t be surprised and prepare an ambush. Development If the characters manage to capture and interrogate a quasit, the
creature readily surrenders the name of Narrak — the derro savant leading the cultists in the Whorlstone Tunnels (see area 12). In exchange for its life, the quasit reveals that the cult plans to curse
Compendium
- Sources->Dungeons & Dragons->Rrakkma
, 2 glass vials of holy water, incense that smells strangely of chlorine, and a vial of acid. The acid and holy water are unlabeled and look the same to the untrained eye. Kalak, who is proficient with
alchemy supplies, can readily tell the difference given 10 minutes and use of his supplies (no check required). The high priest used to hang from the bar by leather straps. There he'd sleep as the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
, 2 glass vials of holy water, incense that smells strangely of chlorine, and a vial of acid. The acid and holy water are unlabeled and look the same to the untrained eye. Kalak, who is proficient with
alchemy supplies, can readily tell the difference given 10 minutes and use of his supplies (no check required). The high priest used to hang from the bar by leather straps. There he'd sleep as the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Tritons readily sacrifice themselves for the common good. They will fight
the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it. At times their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Tritons readily sacrifice themselves for the common good. They will fight
the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it. At times their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Watch Post This area is guarded by thralls of the Ssethian Scourges against possible attack from the Blacktongues. 11a. Flooded Cave This 20-foot-high cavern is flooded with muddy water to a
depth of 3 feet. The drow in area 11b attack intruders they spot moving through this cave. 11b. Watchers in the Dark Dry land rises gently out of the water to create a broad ledge dotted with 4-foot-high
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Watch Post This area is guarded by thralls of the Ssethian Scourges against possible attack from the Blacktongues. 11a. Flooded Cave This 20-foot-high cavern is flooded with muddy water to a
depth of 3 feet. The drow in area 11b attack intruders they spot moving through this cave. 11b. Watchers in the Dark Dry land rises gently out of the water to create a broad ledge dotted with 4-foot-high
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
detection, and determine the outcome. BURNING OR HOLING THE SEA GHOST
Though it is possible for the characters to capture the Sea Ghost, they also might choose to destroy it.
Burning. The Sea Ghost
is mainly of wooden construction, so fire always presents a hazard. The ship could, with some difficulty, be set ablaze and burned down to the waterline. The vessel will not ignite readily, for its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
might trade this knowledge if the characters capture a marid thief and dispatch the marid’s minions from the Elemental Water Encounters table (see chapter 3). Glory of the Storm An empyrean daughter
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
might trade this knowledge if the characters capture a marid thief and dispatch the marid’s minions from the Elemental Water Encounters table (see chapter 3). Glory of the Storm An empyrean daughter
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
detection, and determine the outcome. BURNING OR HOLING THE SEA GHOST
Though it is possible for the characters to capture the Sea Ghost, they also might choose to destroy it.
Burning. The Sea Ghost
is mainly of wooden construction, so fire always presents a hazard. The ship could, with some difficulty, be set ablaze and burned down to the waterline. The vessel will not ignite readily, for its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar in a keelboat 4 1 green hag 5 1 grell 6–7 1d6 + 2 ixitxachitl (see appendix C) 8 1d4 kuo-toa in a keelboat 9 1d4 merrow 10 3d6 stirges 11 1 swarm of quippers 12 1 water weird Aquatic Troll An
aquatic troll swims up from the depths. It has the abilities of a normal troll, but can also breathe water and has a swimming speed of 30 feet. Darkmantles These creatures cling to the ceiling as the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar in a keelboat 4 1 green hag 5 1 grell 6–7 1d6 + 2 ixitxachitl (see appendix C) 8 1d4 kuo-toa in a keelboat 9 1d4 merrow 10 3d6 stirges 11 1 swarm of quippers 12 1 water weird Aquatic Troll An
aquatic troll swims up from the depths. It has the abilities of a normal troll, but can also breathe water and has a swimming speed of 30 feet. Darkmantles These creatures cling to the ceiling as the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
tide. The water-filled areas within the caves themselves are always there, flooded even at low tide. The operation undertaken by the Cult of Talos here is not complicated. They lure unsuspecting ships
close to the caves, wreck the ships on the magical reefs, capture the crew, and drag the wreckage into the caves. Anything worthwhile is salvaged and sold, and the prisoners are either sold to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
tide. The water-filled areas within the caves themselves are always there, flooded even at low tide. The operation undertaken by the Cult of Talos here is not complicated. They lure unsuspecting ships
close to the caves, wreck the ships on the magical reefs, capture the crew, and drag the wreckage into the caves. Anything worthwhile is salvaged and sold, and the prisoners are either sold to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
suggests the characters might be able to capture a patrol to learn more about the castle. Characters might be inclined to keep Droop around for a while. See the “NPC Party Members” sidebar in Part 1 for
information, since they fear the Black Spider more than they fear the characters. The bugbears also know the location of Cragmaw Castle, but again, they don’t share this information readily. A character who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
whale needs to be lured to the surface with bait. The desperate hunters try to capture a character to use for this purpose and, if successful, bind and lower the character into the water as a lure
whale’s arrival. They wear cold weather clothing and have brought four casks of oil with them. They intend to pour the oil through the hole in the ice, contaminating the water around Angajuk’s Bell and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wagons, each pulled by two oxen and equipped with an axe, a shovel, two buckets, and a three-pointed-iron-rod fire spit that can readily be used as three improvised spears. Each wagon carries two Black
wherever reasonably level ground and a water source can be found together. Haeler doesn’t post sentinels outside the camp. Instead, he rings the wagons and has the thugs watch from within them.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wagons, each pulled by two oxen and equipped with an axe, a shovel, two buckets, and a three-pointed-iron-rod fire spit that can readily be used as three improvised spears. Each wagon carries two Black
wherever reasonably level ground and a water source can be found together. Haeler doesn’t post sentinels outside the camp. Instead, he rings the wagons and has the thugs watch from within them.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
neogi try to steal its spelljamming helm and capture its crew. A nightspider’s crew usually consists of nineteen neogi and up to a half-dozen umber hulks, which the neogi use as shock troops
. Nightspiders are designed for space travel alone and can’t float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the process
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
leads to a narrow, meandering tunnel, the floor of which is sunk below a foot of foul water. See the “Whorlstone Tunnels: General Features” sidebar for rules on narrow tunnels and foul water. Treasure
hour. For as long as the effect lasts, the creature gains the benefit of a stoneskin spell. Development If the characters capture and interrogate the derro, he talks willingly if they agree to spare
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
the River of Blood mass-murder case. His mysterious disappearance from prison left even the Royal Magician-Detectives baffled, and a reward of 10,000 gp was posted for his capture. Someone in the party
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
the River of Blood mass-murder case. His mysterious disappearance from prison left even the Royal Magician-Detectives baffled, and a reward of 10,000 gp was posted for his capture. Someone in the party
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Dweomercore Hideout These caves are used by the mages of Dweomercore (level 9) to keep an eye on their neighbors. The caves’ inhabitants include a mage named Karstis. If death or capture seems
are stored in the westernmost alcove. They contain sheets of parchment, small jars of ink, quills, 10 days of edible rations, and five 2-gallon casks of clean water.
If the glyph in area 7 triggers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Dweomercore Hideout These caves are used by the mages of Dweomercore (level 9) to keep an eye on their neighbors. The caves’ inhabitants include a mage named Karstis. If death or capture seems
are stored in the westernmost alcove. They contain sheets of parchment, small jars of ink, quills, 10 days of edible rations, and five 2-gallon casks of clean water.
If the glyph in area 7 triggers