Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'carries wind reveals'.
Other Suggestions:
carried wind repeats
carried wind reverts
carried wind reveal
carried wind reveals
carried with reveals
Monsters
Princes of the Apocalypse
the new roll.
Second Wind (Recharges after a Short or Long Rest). Drannin can use a bonus action to regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType":"roll","rollAction":"Second Wind"} hit
points.
Special Equipment. Drannin wears a control amulet for his shield guardian and a ring of cold resistance. He also carries a potion of frost giant strength.Multiattack. Drannin makes three
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jalester carries a badge of the Watch.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester can regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType
":"roll","rollAction":"Second Wind"} hit points.Multiattack. Jalester makes two weapon attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword
Monsters
Bigby Presents: Glory of the Giants
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
keep them roaming the wilds for years after their murderers are slain.
A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
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 Strength saving throw or be pushed 15 feet away from
the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
.”
— From the Oath of Lyrandar
Wind and water welcome the half-elf who carries the Mark of Storms. The wind catches them when they fall, and they swim with remarkable speed. Those who possess
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
fraying silk cushions.
The air in here carries the stench of decaying fish. A lit brazier hangs from a rafter, providing the dwelling’s only light.
No bullywugs are present. Treasure. The small
wooden chest contains cookware, spices, old fishbones, and a mummified toad. A detect magic spell reveals an aura of evocation magic around the toad, and an identify spell or similar magic reveals what
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Employee Pass Cards Every casino employee carries a pass card made of green metal and embossed with a devil’s smiling, winking visage. A detect magic spell reveals a faint aura of abjuration magic
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, scrabbling lizards, wind moaning across the entrance. These normal underground sounds camouflage the clanks, thuds, coughs, and speech of the kobolds and cultists. Sound echoes well along the main chamber
(areas 1–5), so a fight in any of these can be heard in the others. Elsewhere, normal sounds echo confusingly and are lost in the background noise. The sound of a scream carries a long distance, however
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and rusty chain mail. Fortunes of Ravenloft If your card reading reveals that a treasure is here, read: The swirling snow assumes the forms of thin, young women. The wind howls, “Begone! The treasure is
T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
Compendium
- Sources->Dungeons & Dragons->Rrakkma
makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps
managed to slay the creature, but not before it took one of them down. On the floor of this chamber is a dead mind flayer. Its insides are filled with sand and pebbles. Detect magic reveals residual magic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
After the Second Wind passes through or circles around the wrecked ships, an invisible, chaotic neutral will-o’-wisp slips aboard the Second Wind and reveals its presence: A tiny ball of light appears
, and two star moths.”
Krux’s count is accurate. If Topolah is aboard the Second Wind, she recognizes the flying fish ships, lamprey ships, and squid ships—they account for roughly half of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
beyond the range of the characters’ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
full rapport with the characters and their myconid allies. The entity reveals that Zuggtmoy has already infected its mind with her demonic influence, which Araumycos can feel growing in strength. It’s
more of the infected area, the view beyond the bounds of the skull chamber begins to darken. When the area reaches 0 hit points, a powerful psychic wind howls through the area. Each character must make
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
randomly switches language to Giant. Millennia of isolation have unhinged his mind, so he argues with himself often, even in front of strangers. Uldrak reveals his sorry tale to any who ask him about the
of Avernus. Fighting Tiamat in his present form would be madness, but Uldrak has learned that a dragonborn named Arkhan the Cruel carries some of Tiamat’s blood in a reliquary around his neck. Uldrak
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes’ location, needle blights converge from all sides to drench their roots
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reveals the remains of a half-eaten male drow lying against one wall. The drow carries a small pouch containing 30 gp and two spell scrolls (shield and phantasmal force) written on sheets of trillimac
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with faint sounds: dripping water, scratching rodents, scrabbling lizards, wind moaning across the entrance. These normal underground sounds camouflage the clanks, thuds, coughs, and speech of the
background noise. The sound of a scream carries a long distance, however, and the sound of a fight travels through 30 feet of tunnel and attracts attention if the fight lasts more than 3 rounds.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(using a gust of wind spell, for example) reveals the circle to all. To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (“Draezir”) can be found on
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
. Blood runs down the northwestern wall, outlining the hidden alcove. This part of the wall has AC 16, 20 hit points, and immunity to poison and psychic damage. Opening the alcove reveals a cramped space
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(using a gust of wind spell, for example) reveals the circle to all. To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (“Draezir”) can be found on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Perception 12
Languages Common, Elvish
Challenge 4 (1,100 XP)
Special Equipment. Jalester carries a badge of the Watch.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester
Lords’ Alliance. He has been romantically unattached ever since Faerrel’s death but longs again for love. Treasure Jalester carries a badge of the Watch (see appendix A). If the badge is lost or taken
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the moon, the stars, and clouds, though there is no wind or breeze to speak of. During the day, the warmth of the sun can be felt, and at night the temperature drops as one would expect. Despite
appearances, the walls and ceilings are still very much in place, and a true seeing spell or similar magic reveals them. A magic calendar stone in area 6k allows one to change the time of day, the weather
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship you’re riding races toward
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
To the Edge of Wildspace Once the characters are aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to them: to travel to another Wildspace system called Doomspace, where
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fire, poison, and psychic damage. Finally, each is secured with a locking mechanism that requires a successful DC 18 Dexterity check with thieves’ tools to unlock. Instructor Minexes carries a master
the characters examine any of the crates except for the empty crate in area D5, they get an unsettling feeling. Detect magic reveals latent, sinister magic in the air, as well as a strange sense of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, “Just Like the Wind,” but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security.
2 Harkon expects to be attacked
respects their decision but hopes they will reconsider. If the character accepts, the Darklord gives them Harkon’s Bite (see the description below). Harkon acknowledges that the necklace carries minor magic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
archdevil makes it possible for the barlgura to escape. If the characters return to the obelisk with the news, Ubbalux begrudgingly accepts these terms and reveals the location of the Crypt of the
Hellriders on the players’ map. Ubbalux says that the death knight Olanthius, guardian of the tomb, knows the secret location of the Bleeding Citadel. The demon also reveals that “For Glory” is the pass phrase
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
1d4 ogres and 1d4 orogs 85–87 A hot wind that carries the stench of rot 88–90 1d3 weretigers 91–92 1 bulette 93–94 A tribe of 2d20 + 20 nomads (tribal warriors) on riding horses following a herd of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the years.) The water otherwise tastes sweet and fresh. The gazebo is so frail that it wouldn’t take more than a strong wind to knock it over. It remains standing because it’s protected from the
Shrine of the White Sun, though they have no idea why their ancestors named it so. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Prison Cell The crystal doors to this room are magically locked, but they open automatically for any creature that carries a Stardock rod (see “Stardock Rods”). There are no physical locks to be
guarantees the party safe passage through level 17. A successful DC 16 Wisdom (Insight) check reveals that the illithid has no intention of making good on its promise. If the githzerai zerths from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Runestone Caverns An immense central cavern (area 13a) has several smaller caverns extending off it (areas 13b through 13f). A howling wind echoes throughout this area, and its source can be
afoul of the golem in area 2 and was mortally wounded. It retreated to this cavern and died here. Treasure. Cutting open the xorn’s carcass reveals an undigested ring of x-ray vision and a lumpy, half
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
routes, where explorers and caravan drivers have discovered areas of wind-blasted rock that are easier to traverse than shifting sand. If the party veers off track, you might be able to relocate one or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
the sky. Airships can move in all three dimensions, with or without the aid of the wind. Unlike most flying creatures, they don’t rely on wings for lift thanks to their soarwood hulls. They are able to






