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Returning 35 results for 'collects water repeats'.
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Monsters
Monster Manual
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself
repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.Poison
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
Monsters
Monster Manual
Emanation originating from the chasme (demons automatically succeed on this save). Failure: The target has the Unconscious condition and repeats the save at the end of each of its turns. The target
succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of Holy Water on it. Success: The target is immune to this chasme’s Drone for 24 hours.
Monsters
Monster Manual
Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the
of its turns. Emptying a flask of Holy Water on the target ends the effect early.
Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from
Monsters
Monster Manual
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
Spells
Player’s Handbook
), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you
Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"whirlwind", "rollDamageType":"Thunder"} Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success
Magic2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane ShiftLightning, Thunder
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ passive Wisdom (Perception) scores to determine whether one or more of them spots it. Treasure Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing
gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ passive Wisdom (Perception) scores to determine whether one or more of them spots it. Treasure Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing
gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
’ passive Wisdom (Perception) scores to determine whether one or more of them spots it. Treasure Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing
gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
’ passive Wisdom (Perception) scores to determine whether one or more of them spots it. Treasure Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing
gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 3 (700 XP; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Alexander Ostrowski
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The
affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The
affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 3 (700 XP; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Alexander Ostrowski
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
waters cascading down into the darkened void below. Half a mile down, the runoff collects in an ancient aquifer, its waters superheated by an adjacent magma flow. Arcane watermills collect water from