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Returning 35 results for 'choose whirling returner'.
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Classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the
Spells
Elemental Evil Player's Companion
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it
on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on
Monsters
Quests from the Infinite Staircase
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed instead.
Regeneration. Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or
save, it takes half as much damage.Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
.
Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to succeed instead.
Unusual Nature. The lich doesn’t need air, food, drink, or sleep.Multiattack. The lich makes
, the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
Monsters
Bigby Presents: Glory of the Giants
occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on
sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If Malaxxix fails a saving throw, it can choose to succeed instead.
Magic Resistance. Malaxxix has advantage on saving throws against spells and other magical
"}. Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
would be difficult to resolve in the location, choose an unencountered result instead. Death House Encounters d12 Encounter 1–4 Meeting with Sarusanda (see below)* 5–8 Three priests of Osybus
(see appendix A) lurk nearby, poised to strike† 9 One whirling chandelier (see appendix A) falls on a random character before two invisible stalkers join the surprise attack 10–11 Four vampire spawn
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
would be difficult to resolve in the location, choose an unencountered result instead. Death House Encounters d12 Encounter 1–4 Meeting with Sarusanda (see below)* 5–8 Three priests of Osybus
(see appendix A) lurk nearby, poised to strike† 9 One whirling chandelier (see appendix A) falls on a random character before two invisible stalkers join the surprise attack 10–11 Four vampire spawn
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
same result as a previous roll, feel free to reroll or choose a different encounter. Random Ziggurat Encounters d12 Encounter 1 1 rust monster 2 2 giant centipedes 3 1 owlbear 4 1d4 hobgoblins
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
same result as a previous roll, feel free to reroll or choose a different encounter. Random Ziggurat Encounters d12 Encounter 1 1 rust monster 2 2 giant centipedes 3 1 owlbear 4 1d4 hobgoblins
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without
or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without
or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
Compendium
- Sources->Dungeons & Dragons->Monster Manual
with limb-like geysers, or they might flood over creatures, submerging and drowning foes within their whirling forms. Water elementals often appear near nexuses of elemental power, such as aquatic
abysses, magical springs, and whirlpools. Water elementals’ shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
with limb-like geysers, or they might flood over creatures, submerging and drowning foes within their whirling forms. Water elementals often appear near nexuses of elemental power, such as aquatic
abysses, magical springs, and whirlpools. Water elementals’ shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories.
Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories.
Legendary Resistance (4/Day). If the lich fails a saving throw, it can choose to
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the
illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.
Bird
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the
illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.
Bird
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
., passive Perception 21
Languages Abyssal, Infernal, telepathy 120 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If Malaxxix fails a saving throw, it can choose
. Only one creature can be restrained by the whip at a time.
Mezzoloth Vortex (Recharge 5–6). Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
., passive Perception 21
Languages Abyssal, Infernal, telepathy 120 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If Malaxxix fails a saving throw, it can choose
. Only one creature can be restrained by the whip at a time.
Mezzoloth Vortex (Recharge 5–6). Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
are typical of the places white dragons seek out to make their homes. White dragons enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
are typical of the places white dragons seek out to make their homes. White dragons enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon