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Returning 35 results for 'chill water rolling'.
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Magic Items
Dungeon Master’s Guide
check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table
.
1d100
Destination
01–60
Random location on the plane you named
61–70
Random location on an Inner Planes;Inner Plane determined by rolling 1d6: on a 1, the Elemental Plane
Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
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
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
Equipment
lamprey can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.
Magic Items
Icewind Dale: Rime of the Frostmaiden
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10
determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook of Fisher’s Delight
d20
Fish Color
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
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
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
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
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
spells
Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Water. The damage type is Acid. Each creature that fails the saving throw has the Prone
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
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
races
Mordenkainen Presents: Monsters of the Multiverse
legs are insectile.
7
You smell like fresh brownies.
8
A noticeable, harmless chill surrounds you.
Creating Your Character
At 1st level, you choose whether your character is a
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase
races
Mordenkainen Presents: Monsters of the Multiverse
waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.
Like other elves, sea elves can live to be over 750 years old.
Creating Your
rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build
races
Mordenkainen Presents: Monsters of the Multiverse
the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while
to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those
races
Mordenkainen Presents: Monsters of the Multiverse
power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others
determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions
races
Mordenkainen Presents: Monsters of the Multiverse
Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
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->Dungeon Master’s Guide
determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a
1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell 71–80 Random location on an Outer Plane determined
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a
1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell 71–80 Random location on an Outer Plane determined
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->Dungeon Master’s Guide
Scroll of Titan Summoning Scroll, Legendary When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Scroll of Titan Summoning Scroll, Legendary When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
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.