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Returning 35 results for 'chill water remaining'.
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Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Princes of the Apocalypse
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar’s innate spellcasting ability is Constitution (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells (an asterisked spell is from appendix B):
At will: shape water*
1/day: create or destroy water
Monsters
Princes of the Apocalypse
Shapechanger (2/Day). The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into
, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing
Monsters
Princes of the Apocalypse
instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move
through a space as narrow as 1 inch wide without squeezing.Multiattack. Olhydra makes two slam attacks or two water jet attacks.
Slam. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
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
Magic Items
Bigby Presents: Glory of the Giants
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless its lifeless remains are splashed with Holy Water (flask);holy water or
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned
underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of madness and duality; the portion of the palace that lies above water takes the
bulk of this palace extends deep underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the
Monsters
Fizban's Treasury of Dragons
over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their halls with boiling water and noxious fumes. The stairwell leading
hatchery. Visitors might discover an egg or an emerald dragon wyrmling in one of the chambers.
Preserved Vaults. The dragon has left most of the remaining areas of the vaults as they were when their
Monsters
Fizban's Treasury of Dragons
halls with boiling water and noxious fumes. The stairwell leading up to the city was sealed to prevent the fumes from spilling into the streets above. Decades later, once the volcano’s activity
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
Monsters
Locathah Rising
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit
","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells:
At will: shape water
1/day: create or destroy water
Spellcasting. Shoalar is a 7th-level spellcaster
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
claim the metal.
Brutal Raiders. Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Shoalar Quanderil Shoalar Quanderil
Medium humanoid (water genasi), lawful evil
Armor Class 11 (14 with mage armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12 (+1
, thunder
Senses passive Perception 10
Languages Aquan, Common
Challenge 6 (1,100 XP)
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar’s innate spellcasting ability is
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Shoalar Quanderil Shoalar Quanderil
Medium humanoid (water genasi), lawful evil
Armor Class 11 (14 with mage armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12 (+1
, thunder
Senses passive Perception 10
Languages Aquan, Common
Challenge 6 (1,100 XP)
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar’s innate spellcasting ability is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Rip Tide Priest Priests of the Rip Tide cult gather in secret cabals to perform dark rituals that glorify Olhydra, the elemental Princess of Evil Water, as the embodiment of water’s destructiveness
. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Rip Tide Priest
Medium humanoid (human), neutral evil
Armor Class 13 (chain shirt
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sorcerer Spells Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sorcerer Spells Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Rip Tide Priest Priests of the Rip Tide cult gather in secret cabals to perform dark rituals that glorify Olhydra, the elemental Princess of Evil Water, as the embodiment of water’s destructiveness
. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Rip Tide Priest
Medium humanoid (human), neutral evil
Armor Class 13 (chain shirt
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
the southeast quadrant, while the orcs claim the remaining quadrants. See the Enemy Roster table for the number of orcs and ogres present. The courtyard’s northwest and northeast quadrants contain rotted wooden troughs and posts that were once used to feed, water, and tether horses.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
the southeast quadrant, while the orcs claim the remaining quadrants. See the Enemy Roster table for the number of orcs and ogres present. The courtyard’s northwest and northeast quadrants contain rotted wooden troughs and posts that were once used to feed, water, and tether horses.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
which characters have their first sight of the Mere of Dead Men. It is a chill tangle of trees, brush, boggy ground, standing water, reeds, and cat-tails stretching farther than the eye can see. The rest of the trip is within sight of the mere. The destination is reached sometime on the tenth day.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fathomer Fathomers are cultists who have sealed a pact with Olhydra, elemental Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their
bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances that elemental creatures possess, as well as the ability to grapple and crush their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Fountain of Madness This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Fountain of Madness This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fathomer Fathomers are cultists who have sealed a pact with Olhydra, elemental Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their
bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances that elemental creatures possess, as well as the ability to grapple and crush their
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
which characters have their first sight of the Mere of Dead Men. It is a chill tangle of trees, brush, boggy ground, standing water, reeds, and cat-tails stretching farther than the eye can see. The rest of the trip is within sight of the mere. The destination is reached sometime on the tenth day.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
which characters have their first sight of the Mere of Dead Men. It is a chill tangle of trees, brush, boggy ground, standing water, reeds, and cat-tails stretching farther than the eye can see. The rest of the trip is within sight of the mere. The destination is reached sometime on the tenth day.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
which characters have their first sight of the Mere of Dead Men. It is a chill tangle of trees, brush, boggy ground, standing water, reeds, and cat-tails stretching farther than the eye can see. The rest of the trip is within sight of the mere. The destination is reached sometime on the tenth day.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to open water and wait patiently out on the lake in the freezing cold for hours at a time. To fend off the chill, they often bring bottles of ale to keep warm. Imbibing too much is dangerous, for it
find the Bunch o’ Knuckleheads along the coast: A rowboat bobs untethered in the water amid some small ice floes, not far from the eighty-foot-high cliffs that abut the shoreline. The mouths of four