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Returning 35 results for 'conceal water reappears'.
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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
point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this action again until the start of its next turn
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
start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this
Magic Items
Dungeon Master’s Guide
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
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
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Keresta isn't in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.
While in bat form, Keresta
, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult
Monsters
Storm King's Thunder
dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while
), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to enslave dao for a time. It is
Monsters
Storm King's Thunder
dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while
(immolation), earth (live burial), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to
Monsters
Storm King's Thunder
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
Monsters
Fizban's Treasury of Dragons
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
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
Monsters
Fizban's Treasury of Dragons
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
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
Monsters
Fizban's Treasury of Dragons
, a well maintained and above-water version of the black dragon lair’s tower (map 5.2) makes a great Feywild audience chamber, while a vibrant, living version of the green dragon lair’s
or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the
Monsters
Fizban's Treasury of Dragons
look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example, a well maintained and above-water version of the black dragon lair’s
round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
Compulsive Dance. The dragon targets a creature it can
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped by the
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
vanish, leaving the archway open. The curtain magically reappears after 1 hour. If any creature passes through the curtain of water carrying a trident, nothing happens. Any trident will do, not just the
31. Reflected Hall A curtain of water separates two hallways that are basically mirror images of one another. When characters enter the first hall, read: Still puddles of water cover the floor of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
vanish, leaving the archway open. The curtain magically reappears after 1 hour. If any creature passes through the curtain of water carrying a trident, nothing happens. Any trident will do, not just the
31. Reflected Hall A curtain of water separates two hallways that are basically mirror images of one another. When characters enter the first hall, read: Still puddles of water cover the floor of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
using the tunnels for their own ends. The Gray Ghosts have an alchemical laboratory and a fungal garden supplying them with poisons, and the leaders of the guild conceal a secret in the form of a
madness are made with disadvantage.
Foul Water. Water from the Darklake drips from stalactites and trickles through cracks in the walls, forming narrow streams and shallow pools throughout the Whorlstone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
using the tunnels for their own ends. The Gray Ghosts have an alchemical laboratory and a fungal garden supplying them with poisons, and the leaders of the guild conceal a secret in the form of a
madness are made with disadvantage.
Foul Water. Water from the Darklake drips from stalactites and trickles through cracks in the walls, forming narrow streams and shallow pools throughout the Whorlstone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
11. The Court of Cemanahuac (Say-man-AH-wok, place surrounded by water) Describe the features of this room as the characters become able to see them or examine them. The text assumes the characters
and crusted with lime. Around the fountain in the eastern alcove, a heap of rubbish litters the floor. The fountain in the western alcove still holds some green scummy water, in which something moves
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stretch of water where the once-notable port district of a minor city had fallen into decay and corruption. Known as the Styes, the district was only a wretched shadow of what it had once been. But
enslavement and telepathy, Sgothgah forged an alliance with the cultists, always taking care to conceal its true identity. The cultists knew Sgothgah only as “the Whisperer,” and they quickly came to regard their hidden ally as a powerful messenger of Tharizdun. To this day, only Mr. Dory suspects the truth.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
11. The Court of Cemanahuac (Say-man-AH-wok, place surrounded by water) Describe the features of this room as the characters become able to see them or examine them. The text assumes the characters
and crusted with lime. Around the fountain in the eastern alcove, a heap of rubbish litters the floor. The fountain in the western alcove still holds some green scummy water, in which something moves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
corroded and worthless. A water pump to the northwest has survived the umber hulks’ rampage, but it is rusted and no longer draws water.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stretch of water where the once-notable port district of a minor city had fallen into decay and corruption. Known as the Styes, the district was only a wretched shadow of what it had once been. But
enslavement and telepathy, Sgothgah forged an alliance with the cultists, always taking care to conceal its true identity. The cultists knew Sgothgah only as “the Whisperer,” and they quickly came to regard their hidden ally as a powerful messenger of Tharizdun. To this day, only Mr. Dory suspects the truth.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
corroded and worthless. A water pump to the northwest has survived the umber hulks’ rampage, but it is rusted and no longer draws water.
Magic Items
Infernal Machine Rebuild
, and you are its familiar. If destroyed, it reappears in 1d4 hours.
18
While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a
melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you.
Water
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can’t leave the water for long without courting death. Sea
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can’t leave the water for long without courting death. Sea
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
after 1 minute no one has successfully played the rest of the song, the illusion of Strahd reappears at the harpsichord and hammers out a series of chords. Each character takes 11 (2d10) thunder
Thorn. They are inconsolable; any attempt to interact with the children reveals their illusory nature. Every minute, the water covering the floor of the 10-foot-high bedroom rises an additional 1 foot
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or 20,000 in lair; PB +6)
Traits
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
feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
after 1 minute no one has successfully played the rest of the song, the illusion of Strahd reappears at the harpsichord and hammers out a series of chords. Each character takes 11 (2d10) thunder
Thorn. They are inconsolable; any attempt to interact with the children reveals their illusory nature. Every minute, the water covering the floor of the 10-foot-high bedroom rises an additional 1 foot
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 24 (XP 62,000, or 75,000 in lair; PB +7)
Traits
Amphibious. The dragon can breathe air and water.
Legendary
has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120