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Returning 35 results for 'constructs water released'.
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construct water revealed
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construct water related
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construct water release
Spells
Elemental Evil Player's Companion
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren
’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one
Monsters
Tales from the Yawning Portal
Amphibious. Siren can breathe air and water.
Innate Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no
’s next turn.Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released
Magic Items
Princes of the Apocalypse
if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of
Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery
Monsters
Quests from the Infinite Staircase
seeds that might be released by a slain memory web.
Memory Web Memories
d4
Memory
1
The location of a powerful magic item
2
A secret betrayal by a beloved public figure
Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Drain
Species
Van Richten’s Guide to Ravenloft
those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
Reborn Origins
d8
Origins
1
You were magically
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
Your
Monsters
Acquisitions Incorporated
a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes
kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but
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
doesn’t require air or sleep.Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed
Magic Items
Icewind Dale: Rime of the Frostmaiden
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10
target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.
15-18
Blue with white bands
When released from the hook, this fish squirms free, sprouts
Vampiric Mist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tales from the Yawning Portal
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
touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Backgrounds
Sword Coast Adventurer's Guide
only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as
constructs of civilization. (Neutral)
6
Glory. I must earn glory in battle, for myself and my clan. (Any)
d6
Bond
1
My family, clan, or tribe is the most important thing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Reborn Origins Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn. Reborn
.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Reborn Origins Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn. Reborn
.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
shattered, the water spills out and takes the form of a water elemental under the command of the one who released it. The elemental understands Aquan only and does not heed commands it can’t understand. It disappears 1 hour after being set free.
statue’s base.
Close inspection reveals that the statue is hollow and filled with swirling water. The statue has AC 10, 10 hit points, and immunity to poison and psychic damage. If the statue is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
shattered, the water spills out and takes the form of a water elemental under the command of the one who released it. The elemental understands Aquan only and does not heed commands it can’t understand. It disappears 1 hour after being set free.
statue’s base.
Close inspection reveals that the statue is hollow and filled with swirling water. The statue has AC 10, 10 hit points, and immunity to poison and psychic damage. If the statue is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Magic The Radiant Sun imbues Annam’s Cradle with the following properties: Abundance of Life. Creatures other than Constructs or Undead who finish a long rest within Annam’s Cradle
regain all expended Hit Dice and remove 2 levels of exhaustion. Infused Water. Water taken from the waterfall retains the imbued positive energy for 24 hours, during which time the water sheds dim light
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Magic The Radiant Sun imbues Annam’s Cradle with the following properties: Abundance of Life. Creatures other than Constructs or Undead who finish a long rest within Annam’s Cradle
regain all expended Hit Dice and remove 2 levels of exhaustion. Infused Water. Water taken from the waterfall retains the imbued positive energy for 24 hours, during which time the water sheds dim light
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
properties. The command words are also written in the spellbook found in area 28. Destroying the Mirror If the mirror is destroyed, all creatures trapped within it are released at once. (See chapter 7 of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
properties. The command words are also written in the spellbook found in area 28. Destroying the Mirror If the mirror is destroyed, all creatures trapped within it are released at once. (See chapter 7 of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
. The stairs descend into black, still water that fills an arched hallway before you. The water’s surface is like dark, mirrored glass, disturbed only occasionally by the “thwick” of a drop falling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
. The stairs descend into black, still water that fills an arched hallway before you. The water’s surface is like dark, mirrored glass, disturbed only occasionally by the “thwick” of a drop falling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 19 and 23. 22a. Giant Frogs Six giant frogs hop through shallow water in this cavern, croaking loudly while four bullywugs dump food (mostly vermin) into a trough along the northwest wall. 22b
carrion crawler eggs to the hydra in area 21a. The carrion crawlers are not treated well. If released, they are as likely to attack the bullywugs as they are the characters. Wood scraps gathered from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 19 and 23. 22a. Giant Frogs Six giant frogs hop through shallow water in this cavern, croaking loudly while four bullywugs dump food (mostly vermin) into a trough along the northwest wall. 22b
carrion crawler eggs to the hydra in area 21a. The carrion crawlers are not treated well. If released, they are as likely to attack the bullywugs as they are the characters. Wood scraps gathered from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Siren Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released, but an
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Siren Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released, but an
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Hoarding knowledge is no fun. It’s best when you can trade knowledge away for treasure.
6 I’m fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like.
7 I
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion