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                        Returning 35 results for 'confined water recover'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The sea lion can breathe air and water.
Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The sea lion has advantage on an attack
                                                
                                            
                                                
                                                     lion can long jump out of or across the water up to 25 feet.Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
Shape Water. The nereid can cast control water at will, requiring no components. Its
                                                
                                            
                                                
                                                    Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     burning river.
 
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
                                                
                                            
                                                
                                                    .
D8
PERSONALITY TRAIT
1
I love being on the water but hate fishing.
2
I think of everything in terms of monetary value.
3
I never stop smiling.
4
Nothing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                    Aftermath After defeating the forces of Talos on land, the party can find a spell scroll of mass cure wounds on Nixoxious. They don’t have long to recover, however, because the water creatures summoned by the ritual are about to arrive.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Chapter 4: Air, Earth, Fire, and Water  In chapter 3, the characters succeeded in exposing some or all of the elemental cults’ surface outposts as nests of villainy. However, the Haunted Keeps
                                                
                                            
                                                
                                                     deals a sharp setback to the affected cults, but unless the characters follow up on their initial successes by infiltrating the temple complex, the cults recover quickly from their early defeats and return in greater force.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     these creatures confined in a watery cage. Sea Lion Large monstrosity, unaligned
 Armor Class 15 (natural armor)
 Hit Points 90 (12d10 + 24)
 Speed 10 ft., swim 40 ft.
  STR
 17 (+3)
 DEX
 15 (+2
                                                
                                            
                                                
                                                     breathe air and water.
 Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
 Pack Tactics. The sea lion has advantage on an attack roll against a creature if at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
                                                
                                            
                                                
                                                     area, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
                                                
                                            
                                                
                                                    , because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     harbor to keep it from falling into enemy hands. A character can recover the sunken stone by using a detect magic spell to help pinpoint its location. Big Belchy A mechanical dragon turtle, dubbed Big
                                                
                                            
                                                
                                                     more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by
                                                
                                            
                                                
                                                    .
 Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
                                                
                                            
                                                
                                                     druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     most from the giants’ depredations. The first inkling of trouble was a sudden drop in the river’s water level, caused by the dam-like structure of the hill giant den. Not long thereafter, Guh’s
                                                
                                            
                                                
                                                     giants’ activities have been confined to the region of the Dessarin Valley closest to their den, but as food becomes scarce, Guh’s husbands are forced to expand their efforts outward. The villages of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Nereid One of the most inviting locations in The Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid — a
                                                
                                            
                                                
                                                     fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty. Nereid Medium fey, any chaotic alignment
 Armor Class 13
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     spikes protruding from his head and shoulders. The monument is an astonishing bit of stonecraft in terms of its sheer size. Rivulets of water pour down from the mountain onto the statue, which channels
                                                
                                            
                                                
                                                     the water into a stream that flows out through the canyon. The sound of falling water is quite loud here, and a thick mist drifts over everything. Characters who inspect the statue and succeed on a DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    15. Lair of the Spirit Nagas All the caves of area 15 are either dry or have their floors covered with 1 foot of muddy water. An alarm raised in any of these areas attracts all nearby creatures: the
                                                
                                            
                                                
                                                     amusement. This 40-foot-high cave has the following features: Ledge. A slope of dry land rises from a few inches above the water to a 20-foot-high ledge at area 15b.
 Weapons. Shattered and abandoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
                                                
                                            
                                                
                                                     druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
                                                
                                            
                                                
                                                     others.
 Each tier in the room is 10 feet in depth and width. The three middle levels are enclosed by 10-foot-tall glass walls that keep the inhabitants of those tiers confined. The two on either side
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they’ve lost. To some, this means seeking an end to their
                                                
                                            
                                                
                                                     supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others’ voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , but most of them recover and don’t learn anything from the experience. The rare exceptions are called mouths of Grolantor — giants that are confined and starved to the point of emaciation before being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     water farther out bubbles and begins to foam. A thick, oily tentacle bursts forth, followed by another. Then two monstrous heads break the surface, both resembling hideous, angry baboons with wickedly
                                                
                                            
                                                
                                                     water cascading down its back and shoulders. Upon reaching its full height, the great demon throws back both its heads and roars!
 The kuo-toa offerings and the fervor of his worshipers in the Darklake
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     toward Wildspace.
 “An adamantine meteor has struck the Spire on H’Catha,” says Tarto, “and you lot are going to recover it. The bad news is that H’Catha is populated solely by beholders and their kin
                                                
                                            
                                                
                                                     commands the ship. A word of warning: the tyrant ship is made of stone, so don’t try and land it in water. You’ll sink like a rock.”
 The Flighty Foundling docks alongside the tyrant ship, which
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     explains that the ship holds a magic box containing promissory notes and property deeds worth a total of 100,000 gp. He offers the characters a fee of 10 percent (10,000 gp) to recover it. As a gesture of
                                                
                                            
                                                
                                                     good faith, he offers them an advance payment of 200 gp. (Even if they try their best but still fail to recover the box, Aubreck cannot afford to pay them anything more.) He says that the ship was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     feet high, with 6-foot-high doorways connecting the chambers. Depth. The sea floor is 40 feet below the surface of the water. The Marshal’s highest point is 5 feet below the surface of the water. The
                                                
                                            
                                                
                                                     the naval ram attached. M3. Cargo Hold The cargo hold has the following features: Debris. Broken crates and barrels that once held food and fresh water litter the ground. Statue. A 25-foot-tall marble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     homelands. Prisoners can impart the following information:
  The yakfolk chief is named Kartha-Kaya. He has two wives. The yakfolk can’t be trusted. A giant water wheel turns the millstone (area 3
                                                
                                            
                                                
                                                     often seen circling high above the yakfolk village.  3. Mill An enormous wooden water wheel is attached to an iron axle and mounted above a swift-flowing river that spills down the mountainside. As
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Characters without water and Rations can stave off dehydration and malnutrition by gathering food and water as they travel. A foraging character makes a Wisdom (Survival) check once per journey stage
                                                
                                            
                                                
                                                     (or once per day if a stage is shorter than a day). The DC is determined by the abundance of food and water in the region, as shown in the Foraging DC column of the Travel Terrain table. If multiple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     items’ descriptions. Otherwise, such an item ceases to function. Adventurers who recover a node-fueled item will, therefore, only be able to recharge it when an appropriate node is nearby. Balloon
                                                
                                            
                                                
                                                     wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. Water Orb. When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     need one day off after every six days of hauling to recover from their work. All things considered, the trip is expected to take two months. The caravan leaving Baldur’s Gate contains the three wagons
                                                
                                            
                                                
                                                     protection in the caravan for their journey. The wagons travel for about eight hours per day, with a few stops to feed and water the horses and mules. Many nights are spent camping along the road. Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Removing the Gold If the characters recover Neverember’s hoard and keep it for themselves, word gets out eventually. Emissaries of the Harpers, the Lords’ Alliance, and the Order of the Gauntlet come
                                                
                                            
                                                
                                                     themselves in political hot water. The Lords of Waterdeep charge them with the crime of robbery against the citizens of the city. The characters face up to 1 month of hard labor plus damages equal to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     need one day off after every six days of hauling to recover from their work. All things considered, the trip is expected to take two months. The caravan leaving Baldur’s Gate contains the three wagons
                                                
                                            
                                                
                                                     protection in the caravan for their journey. The wagons travel for about eight hours per day, with a few stops to feed and water the horses and mules. Many nights are spent camping along the road. Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Areas of the Water Temple C1. Lake Landing If the characters arrive by boat from the stream, read the following text: Firelight shines from a large cavern ahead. The stream opens into a large
                                                
                                            
                                                
                                                     decides the characters are trying to string her along, she orders her reavers to attack. The reavers know that most enemies are at a serious disadvantage in the water. If they attack an enemy standing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     feet above the broad mud pool below. A wooden trough connects the ship to a nearby water tower, and a crude bridge suspended between the crane and the ship’s deck promises a treacherous climb. Steam
                                                
                                            
                                                
                                                     rises from the hulk, and rivulets of water spill out from between the planks of the hull, raining down to the mud below.
 The walkway around the crane is rickety but is more solid than it looks. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     burning river. Skill Proficiencies: Athletics, Deception Tool Proficiencies: Vehicles (water) Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with
                                                
                                            
                                                
                                                     being on the water but hate fishing. 2 I think of everything in terms of monetary value. 3 I never stop smiling. 4 Nothing rattles me; I have a lie for every occasion. 5 I love gold but won’t cheat a
                                                
                                            
                                        





