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Returning 19 results for 'choice of the coastal have'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
Ancient Bronze Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a
into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its
Adult Bronze Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC
its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its
Monsters
Sleeping Dragon’s Wake
creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the
rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
Monsters
Fizban's Treasury of Dragons
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
constructing a dragon turtle’s lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Triboar to the tiny town of Phandalin (about 140 miles), then north another 110 miles or so along the coastal road. Riders who know the way, travel light, and push hardy mounts can make the trip in
as little as eight or nine days. Reason to Visit. If the characters need the services and commerce of a big city and Waterdeep doesn’t do for some reason, then Neverwinter is the next best choice.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Pirate Admiral Pirate admirals command whole pirate fleets. They undertake audacious ventures, such as challenging the navies of coastal nations, hunting legendary sea creatures, or carving out their
one of the following effects of the pirate’s choice:
Awestruck. The target has the Charmed condition until the start of the pirate’s next turn.
Poison. The target has the Poisoned condition until
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
bored and looking for excitement.
3 A pair of halfling scouts from the coastal city of Neverwinter used the profits from a recent shady job to treat themselves to a luxurious stay at the temple
bathhouse to hide out from the authorities, after recently botching an assignment in Waterdeep or some other city of your choice.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or
take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface. As an example, map 5.14 depicts a topaz dragon’s lair in a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
district could be part of a free city that has fallen into despair and decay. In the world of Greyhawk, the city of Prymp in Ahlissa is an excellent choice. In the Forgotten Realms, the Styes fits
nicely into the city of Marsember. In Eberron, the Styes could be a district in Rekkenmark or any of the other coastal settlements that haven’t fully recovered from the ravages of the Last War
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to
. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements. Elemental Might. Dragon
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
supplies from coastal travelers, or raid dryfolk poleis for riches. Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling
, obliterated by the might of the kraken.
Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or
no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coastal trade. Commandeering it will likely win over the locals and maybe even the region’s royalty! Beat-Up Keelboat. Any franchise can take to the seas in this new (okay, very used) keelboat
with statistics can gain an increase to hit points or AC. Or a general defensive feature could include the choice of any two effects noted in the guards and wards spell, which can be enabled or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and curtains to attack anyone entering the room. Every round, three swarms of rats appear in one of the cells (your choice) and pour out to devour the characters. A total of twelve swarms can appear
of Hatred, where they will be turned into more undead to swell the ranks of Syrgaul’s minions. It is Syrgaul’s ultimate plan to create an army of drowned ones that can lay waste to populated coastal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). Alternatively, you can have them catch up to the party at a dramatic moment of your choice. Wherever the characters happen to be, an Uthgardt shaman (see appendix C) and six tribal warriors, each mounted on
“Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). Thornhold Thornhold is a coastal fortress, a castle of gray stone with a thick, curved wall and a two-towered central keep on