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Returning 35 results for 'conditions water red'.
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condition water red
Magic Items
Dungeon Master’s Guide
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Magic Items
Dungeon Master’s Guide
Elemental
Elemental Gem (Blue Sapphire);Blue Sapphire
Air Elemental
Elemental Gem (Emerald);Emerald
Water Elemental
Elemental Gem (Red Corundum);Red Corundrum
Fire Elemental
Elemental Gem (Yellow Diamond);Yellow Diamond
Earth Elemental
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
swallowed, the target isn’t Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can
Monsters
Monster Manual
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Swallow", "rollDamageType
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
.
Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
guarded.
Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus’s layer of the Abyss.
Monsters
Tomb of Annihilation
Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it
saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water
Monsters
Bigby Presents: Glory of the Giants
the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.
Water Jet (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Water Jet
":"piercing"} piercing damage, and the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at
Magic Items
Wayfinder's Guide to Eberron
of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Monsters
Ghosts of Saltmarsh
conditions unless they are from effects created by an aboleth.
Water Dependency. The skum takes 6 (1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Water Dependency","rollDamageType":"acid
Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune to the frightened and charmed
Monsters
Keys from the Golden Vault
conditions end on Tockworth: grappled, restrained, and stunned.Multiattack. Tockworth makes three Shortsword or Lightning Discharge attacks.
Shortsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
, metallic red orbs that can see through illusions.
In her current form, Tockworth ruthlessly seeks to destroy anyone and anything that stands in the way of her ultimate goal, which is to become a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn’t
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Equipment. Verminaard wears plate, +2;+2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included
Spellcasting.Dragon Highlord Verminaard leads the Red Dragon Army—the largest and most powerful of the Dragon Queen’s forces—with fanatic zeal and ruthless might. Though prophesied to
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
damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed
Monsters
Acquisitions Incorporated
water, allowing it to be used five times.Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.
Monsters
Fizban's Treasury of Dragons
red dragon’s creation strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
Monsters
Fizban's Treasury of Dragons
created it. A red dragon’s creation strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated
Monsters
Fizban's Treasury of Dragons
created it. A red dragon’s creation strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated
Monsters
Fizban's Treasury of Dragons
animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon’s creation strongly resembles a fire elemental, while a black dragon
’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison breath looks like billowing clouds of green gas, while a white dragon’s animated
Monsters
Fizban's Treasury of Dragons
. A red dragon’s creation strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison
Monsters
Storm King's Thunder
legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the dragon’s lair.
Water
damage and be knocked prone. Klauth can then fly up to half his flying speed.The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its
Monsters
The Book of Many Things
oppressively muggy realm known for the following regional effects:
Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s
atmosphere. Being immersed in water there doesn’t confer resistance to fire damage, and a creature that starts its turn in water takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
resistance to lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed
below.
Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and
Monsters
Quests from the Infinite Staircase
Amphibious. The froghemoth can breathe air and water.
Legendary Resistance (3/Day). If the froghemoth fails a saving throw, it can choose to succeed instead.
Shock Susceptibility. If the froghemoth
creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its
Monsters
Fizban's Treasury of Dragons
treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon’s creation
strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison breath looks like billowing clouds of
Genasi
Legacy
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Species
Elemental Evil Player's Companion
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier
Monsters
Quests from the Infinite Staircase
permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.Multiattack. Zargon makes two Barbed
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
Quests from the Infinite Staircase
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
Magic Items
The Wild Beyond the Witchlight
:
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains
isn’t consumed within 1 hour vanishes. Once used, this property of the cauldron can’t be used again until the next dawn.
When the cauldron is filled with 90 gallons of water mixed with 10
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
, the tips following the angles of her collarbones.
River. Swirling green and blue waters form a cascading river across her stomach, with scaly creatures leering from the water.
Power and Plunder