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Returning 35 results for 'console water reluctant'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock
are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them.Cold, FireLightning
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riffler (see chapter 21) named Turner is in the room, trying to figure out the controls; Turner has a blue key card. Simulation Controls Beneath each window is a magical console that resembles a wide
desk with a slanted top. Each console has AC 14, 25 hit points, and immunity to poison and psychic damage. A creature with a blue or yellow key card can use an action at the console to activate one of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riffler (see chapter 21) named Turner is in the room, trying to figure out the controls; Turner has a blue key card. Simulation Controls Beneath each window is a magical console that resembles a wide
desk with a slanted top. Each console has AC 14, 25 hit points, and immunity to poison and psychic damage. A creature with a blue or yellow key card can use an action at the console to activate one of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
rusty protrusions among the vines; these are the heads of water sprinklers that now merely drip rusty water. If any character comes within 5 feet of the plant bed, read: The rotting vegetation gathers
brass posts to form a railing around the balcony.Against the southwest wall sits a humming metal console with several switches and a flashing red bulb on its slanted top. Mounted on the wall above it is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
rusty protrusions among the vines; these are the heads of water sprinklers that now merely drip rusty water. If any character comes within 5 feet of the plant bed, read: The rotting vegetation gathers
brass posts to form a railing around the balcony.Against the southwest wall sits a humming metal console with several switches and a flashing red bulb on its slanted top. Mounted on the wall above it is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It’s also home to a tanner, a smith, some horse dealers and trainers who keep extensive stables, and an
their presence makes nearby brigands reluctant to raid the village directly. Because so many big-city folk settled here, rumors persist of cached treasure buried or otherwise hidden all over Beliard, but
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The kingpriest insisted the Threshold was a holy place, but little besides the holy water fonts here remains of its religious trappings. Guardians. A bone devil named Guelfost and his handler, a
preserved holy water. Each font holds the equivalent of four flasks of holy water. T3: Tower Monitoring Two long consoles jut from the walls of this room, covered in levers, colored stones, and dull glass
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The kingpriest insisted the Threshold was a holy place, but little besides the holy water fonts here remains of its religious trappings. Guardians. A bone devil named Guelfost and his handler, a
preserved holy water. Each font holds the equivalent of four flasks of holy water. T3: Tower Monitoring Two long consoles jut from the walls of this room, covered in levers, colored stones, and dull glass
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It’s also home to a tanner, a smith, some horse dealers and trainers who keep extensive stables, and an
their presence makes nearby brigands reluctant to raid the village directly. Because so many big-city folk settled here, rumors persist of cached treasure buried or otherwise hidden all over Beliard, but
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
meals for the prisoners and staff. The kitchen contains everything one would expect to see, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
meals for the prisoners and staff. The kitchen contains everything one would expect to see, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
meals for the prisoners and staff. The kitchen contains everything one would expect to see, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
meals for the prisoners and staff. The kitchen contains everything one would expect to see, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of 16,000 gp. The iron chest also contains the stone giants’ masonry tools, but they are neither valuable nor usable by smaller creatures. The iron cauldron weighs 50 pounds. When filled with water or
some other liquid, the cauldron substitutes for the normal material components needed to cast the augury spell. The cauldron is worth 25 gp. Developments The stone giants are reluctant to share any information, but if defeated and either threatened or bribed, they might cooperate.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
gp. The iron chest also contains the stone giants’ masonry tools, but they are neither valuable nor usable by smaller creatures. The iron cauldron weighs 50 pounds. When filled with water or some
other liquid, the cauldron substitutes for the normal material components needed to cast the augury spell. The cauldron is worth 25 gp. Developments The stone giants are reluctant to share any information, but if defeated and either threatened or bribed, they might cooperate.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
gp. The iron chest also contains the stone giants’ masonry tools, but they are neither valuable nor usable by smaller creatures. The iron cauldron weighs 50 pounds. When filled with water or some
other liquid, the cauldron substitutes for the normal material components needed to cast the augury spell. The cauldron is worth 25 gp. Developments The stone giants are reluctant to share any information, but if defeated and either threatened or bribed, they might cooperate.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of 16,000 gp. The iron chest also contains the stone giants’ masonry tools, but they are neither valuable nor usable by smaller creatures. The iron cauldron weighs 50 pounds. When filled with water or
some other liquid, the cauldron substitutes for the normal material components needed to cast the augury spell. The cauldron is worth 25 gp. Developments The stone giants are reluctant to share any information, but if defeated and either threatened or bribed, they might cooperate.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other land dwellers.
Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
significant edge in a fight, it also saddles them with a critical tactical challenge. Sahuagin affected by Blood Frenzy are at best reluctant to disengage from combat. Rather than withdraw in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the district have been shut off. The characters can lower the bridges and turn on the streetlamps using a control console in area L6 or area L12. Mines. The mine entrances, once protected
mage who speaks Common, Gnomish, Terran, and Undercommon) built the contraption and recently locked himself inside it with enough food and water to keep himself alive for 1 week. A metal hatch at the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other land dwellers.
Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
significant edge in a fight, it also saddles them with a critical tactical challenge. Sahuagin affected by Blood Frenzy are at best reluctant to disengage from combat. Rather than withdraw in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
are acting the way they are, but she suspects that powerful interests must be involved. Though she’s reluctant to name names, a little prodding inspires Jute to disclose that one of the councillors, Mr
city as wretched as the Styes could they move about unnoticed. Although the skum are loyal minions, they can spend only a short time away from water before their skin starts to slough away. If
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
are acting the way they are, but she suspects that powerful interests must be involved. Though she’s reluctant to name names, a little prodding inspires Jute to disclose that one of the councillors, Mr
city as wretched as the Styes could they move about unnoticed. Although the skum are loyal minions, they can spend only a short time away from water before their skin starts to slough away. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbook, though Kavil is unaware of this.) As Netherskull’s appointed biographer, Kavil is expected to earn the death tyrant’s trust, but Netherskull trusts no wizard, and has been reluctant to
bland, edible food (hunks of bread and cheese, strips of meat, and dried nuts); an empty tin cup; and a glass carafe containing 1 gallon of water. The items disappear after 1 hour. Removing any of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following encounters are keyed to the map of Zikran’s laboratory. Map 12.1: zikran’s laboratory View Player Version L1. Coral Spire A spire of coral rises from the water just
off the coast. Its base at sea level is ten feet across, and it tapers to a point forty feet above the water. Through the clear, gentle waves, you can see that it extends down into a coral reef that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbook, though Kavil is unaware of this.) As Netherskull’s appointed biographer, Kavil is expected to earn the death tyrant’s trust, but Netherskull trusts no wizard, and has been reluctant to
bland, edible food (hunks of bread and cheese, strips of meat, and dried nuts); an empty tin cup; and a glass carafe containing 1 gallon of water. The items disappear after 1 hour. Removing any of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following encounters are keyed to the map of Zikran’s laboratory. Map 12.1: zikran’s laboratory View Player Version L1. Coral Spire A spire of coral rises from the water just
off the coast. Its base at sea level is ten feet across, and it tapers to a point forty feet above the water. Through the clear, gentle waves, you can see that it extends down into a coral reef that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the district have been shut off. The characters can lower the bridges and turn on the streetlamps using a control console in area L6 or area L12. Mines. The mine entrances, once protected
mage who speaks Common, Gnomish, Terran, and Undercommon) built the contraption and recently locked himself inside it with enough food and water to keep himself alive for 1 week. A metal hatch at the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
with three bullywugs per character. Not all bullywugs in the mere work for the cult, but any the characters run into do. Crocodiles. An encounter with crocodiles always occurs in water at least 2 feet
’ web is nearly invisible in an area of heavy fog. Spiders of the Mere of Dead Men have the Hold Breath trait. Lizardfolk. The lizardfolk of the mere are reluctant allies of the cult, mostly because
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
with three bullywugs per character. Not all bullywugs in the mere work for the cult, but any the characters run into do. Crocodiles. An encounter with crocodiles always occurs in water at least 2 feet
’ web is nearly invisible in an area of heavy fog. Spiders of the Mere of Dead Men have the Hold Breath trait. Lizardfolk. The lizardfolk of the mere are reluctant allies of the cult, mostly because
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with three bullywugs per character. Not all bullywugs in the mere work for the cult, but any the characters run into do. Crocodiles. An encounter with crocodiles always occurs in water at least 2
spiders’ web is nearly invisible in an area of heavy fog. Spiders of the Mere of Dead Men have the Hold Breath trait. Lizardfolk. The lizardfolk of the mere are reluctant allies of the cult, mostly because
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with three bullywugs per character. Not all bullywugs in the mere work for the cult, but any the characters run into do. Crocodiles. An encounter with crocodiles always occurs in water at least 2
spiders’ web is nearly invisible in an area of heavy fog. Spiders of the Mere of Dead Men have the Hold Breath trait. Lizardfolk. The lizardfolk of the mere are reluctant allies of the cult, mostly because
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rafters and remain out of melee weapon range while attacking with her breath weapon or waiting for it to recharge, but she isn’t reluctant to drop down on ranged attackers. If the characters attempt to
through the floor of the lodge to reach the ice underneath, creating a 50-foot-diameter, water-filled tunnel. Thin ice covers the hole. For more information on thin ice and swimming in frigid water, see