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Returning 35 results for 'continent whirlwind remain'.
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Species
Player’s Handbook
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Monsters
Candlekeep Mysteries
until the end of the fungal servant’s next turn.
Whirlwind of Spores (Costs 2 Actions). The fungal servant magically transforms into a whirlwind of spores, moves up to 60 feet, and reverts to its
normal form. While in whirlwind form, the fungal servant is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the
Monsters
Tyranny of Dragons
turn.
Whirlwind of Sand (Costs 2 Actions). Diderius magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Diderius is immune to
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
Monsters
Waterdeep: Dungeon of the Mad Mage
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal
Monsters
Candlekeep Mysteries
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
). Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and she can’t be grappled
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Whirlwind of Weapons","rollDamageType":"force"} force damage.Multiattack. Rak Tulkhesh makes four weapon attacks.
Spawned Melee Weapon. Melee Weapon
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists set forth from Sarlona, setting in motion the events that would shape
modern-day Khorvaire. Once Sarlona was home to over a dozen distinct kingdoms, but today only two established nations remain: the mighty empire of Riedra and the mountain sanctuary of Adar. Riedra is
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists set forth from Sarlona, setting in motion the events that would shape
modern-day Khorvaire. Once Sarlona was home to over a dozen distinct kingdoms, but today only two established nations remain: the mighty empire of Riedra and the mountain sanctuary of Adar. Riedra is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Five Nations In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre
remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire. The Treaty of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Five Nations In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre
remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire. The Treaty of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Last War For hundreds of years, the continent of Khorvaire was united under the kingdom of Galifar. This peace came to an end with the death of King Jarot in 894 YK, just over a century ago
nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. Although many celebrated the end of the war, others remain unsatisfied with its outcome. No
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Last War For hundreds of years, the continent of Khorvaire was united under the kingdom of Galifar. This peace came to an end with the death of King Jarot in 894 YK, just over a century ago
nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. Although many celebrated the end of the war, others remain unsatisfied with its outcome. No
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
Seven Things to Know What is Eberron? Here are the key things to know: The Last War Has Ended—Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
Seven Things to Know What is Eberron? Here are the key things to know: The Last War Has Ended—Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
roads, rivers, terrain, and other features that might guide the characters on their travels or lead them astray. The area shown on a wilderness map might be as big as a continent or as small as a glade
.
Often a map is intended for the DM’s eyes only. You can copy portions of a DM’s map to share with your players as a visual aid while omitting details that should remain hidden from them. Virtual
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
roads, rivers, terrain, and other features that might guide the characters on their travels or lead them astray. The area shown on a wilderness map might be as big as a continent or as small as a glade
.
Often a map is intended for the DM’s eyes only. You can copy portions of a DM’s map to share with your players as a visual aid while omitting details that should remain hidden from them. Virtual
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Last War For hundreds of years the continent of Khorvaire was united under the Kingdom of Galifar. This came to an end with the death of King Jarot in 894 YK, just over a century ago. Conflict
fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. While many celebrated the end of the war, others remain unsatisfied with its
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Last War For hundreds of years the continent of Khorvaire was united under the Kingdom of Galifar. This came to an end with the death of King Jarot in 894 YK, just over a century ago. Conflict
fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. While many celebrated the end of the war, others remain unsatisfied with its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak.
Dire Troll
Huge giant, chaotic evil
Armor Class 15
. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Whirlwind of Claws (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a breeze blows through the area. Thousands of sheets of heavy paper then fly into the air in a great whirlwind, slashing at any creature in the area. One distinct storm of paper forms around each
beasts, and they have vulnerability to fire. When the paper swarms form, they remain on guard in the study for 30 minutes, then collapse to piles of paper once more. They won’t pursue characters into the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak.
Dire Troll
Huge giant, chaotic evil
Armor Class 15
. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Whirlwind of Claws (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a breeze blows through the area. Thousands of sheets of heavy paper then fly into the air in a great whirlwind, slashing at any creature in the area. One distinct storm of paper forms around each
beasts, and they have vulnerability to fire. When the paper swarms form, they remain on guard in the study for 30 minutes, then collapse to piles of paper once more. They won’t pursue characters into the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a breeze blows through the area. Thousands of sheets of heavy paper then fly into the air in a great whirlwind, slashing at any creature in the area. One distinct storm of paper forms around each
beasts, and they have vulnerability to fire. When the paper swarms form, they remain on guard in the study for 30 minutes, then collapse to piles of paper once more. They won’t pursue characters into the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a breeze blows through the area. Thousands of sheets of heavy paper then fly into the air in a great whirlwind, slashing at any creature in the area. One distinct storm of paper forms around each
beasts, and they have vulnerability to fire. When the paper swarms form, they remain on guard in the study for 30 minutes, then collapse to piles of paper once more. They won’t pursue characters into the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that state, they remain aware of their surroundings while immersing themselves in memories and meditations. An environment subtly transforms elves after they inhabit it for a millennium or more, and
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, they remain aware of their surroundings while immersing themselves in memories and meditations. An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that state, they remain aware of their surroundings while immersing themselves in memories and meditations. An environment subtly transforms elves after they inhabit it for a millennium or more, and
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragons to utterly destroy the giant nations, and the continent of Xen’drik remains ravaged by the epic spells unleashed in this battle. In Khorvaire, the empire of the goblins was brought down by a
conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
Modern civilization
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, they remain aware of their surroundings while immersing themselves in memories and meditations. An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragons to utterly destroy the giant nations, and the continent of Xen’drik remains ravaged by the epic spells unleashed in this battle. In Khorvaire, the empire of the goblins was brought down by a
conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
Modern civilization