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                        Returning 35 results for 'continue water revolve'.
                    
                
                        
                            
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                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
                                                
                                            
                                                
                                                     asterisked spell is from appendix B):
Cantrips (at will): mending, resistance, shape water*
1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
2nd level (3 slots): darkvision
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
Youâre under the following effects while in
                                                
                                            
                                                
                                                     Strength, Dexterity, and Constitution saving throws.
Limitations. You canât talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything youâre wearing, such as armor.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isnât in sunlight or a body of running water. If the spawn takes acid, fire
                                                
                                            
                                                
                                                     Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyussâs death, his malign disciples continue performing the horrific rites he perfected
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isnât in sunlight, it
                                                
                                            
                                                
                                                    , if air can pass through a space, the mist can do so without squeezing, and it canât pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                     components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                     each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     without the coddling of my family. (Chaotic)
4
Power. If I can attain more power, no one will tell me what to do. (Evil)
5
Family. Blood runs thicker than water. (Any)
6
Noble Obligation
                                                
                                            
                                                
                                                     insatiable desire for carnal pleasures.
5
In fact, the world does revolve around me.
6
By my words and actions, I often bring shame to my family.
                                                
                                            
                                        
                                                    Lizardfolk
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations
                                                
                                            
                                                
                                                     portable!
2
You sleep best while mostly submerged in water.
3
Money is meaningless to you.
4
You think there are only two species of humanoid: lizardfolk and meat.
5
You have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     from the heaving foam. Water streams off the rising crags like rivers crashing down a mountainside. At last the emerging island stops growing in size, although the sea around still tosses your ship
                                                
                                            
                                                
                                                     blindly in your direction. As the water calms, you also spot a dozen or more shark fins circling the ship.
 Aremag speaks first in Draconic; if no one answers intelligibly, it switches to Aquan. During
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
                                                
                                            
                                                
                                                     exiting through the window in the west wall of area 8, from where they can continue to the south. Seaside Entrance. At the south end of the walkway is a stone double door. The doors are carved with foaming waves that part in the middle, and they swing into area 11 on rusty iron hinges.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Q1. Central Hub The characters approach this area from the east, slogging through 1-foot-deep water and sewage. The main sewer tunnel expands into a circular hub with a pair of arrow slits carved
                                                
                                            
                                                
                                                     into its outer walls, directly across from each other. Two passages continue on to the north and south. A stone door is set into the back wall of a stone ledge to the west. If the characters talk loudly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
                                                
                                            
                                                
                                                     obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
 The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Potion of Aqueous Form Potion, rare When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. Youâre under the
                                                
                                            
                                                
                                                     your new form and are inaccessible, though you continue to be affected by anything youâre wearing, such as armor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
                                                
                                            
                                                
                                                     characters descend to the floor, read: You stand shin-deep in sewer water, in a dimly lit tunnel. Thereâs a raised walkway on either side that gets you out of the smelly, muck-filled water. Small
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amethyst Dragon Lairs Amethyst dragons prefer lairs near water, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and
                                                
                                            
                                                
                                                     often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food. Amethyst dragon lairs frequently exhibit or develop large and beautiful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    Handout 1: Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they arenât built to land
                                                
                                            
                                                
                                                    . The hammerhead ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isnât in the hammerhead shipâs path, and the hammerhead ship can continue moving if it has any movement left.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                    Hammerhead Ship  Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they arenât built to land on the
                                                
                                            
                                                
                                                    , and the hammerhead ship can continue moving if it has any movement left.
 
 2 Mangonels (Crew: 5 Each) Armor Class: 15
 Hit Points: 100
 Cost: 100 gp (mangonel), â (stone)
 It takes 2 actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     but isnât built for traveling on water and sinks quickly in rough seas. Standard weaponry on a shrike ship includes three ballistaeâone on the forecastle, one in the middle of the top deck, and one on
                                                
                                            
                                                
                                                     stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isnât in the shrike shipâs path, and the shrike ship can continue moving if it has any movement left.
  Shrike Ship Deck PlansView Unlabeled Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the shipâs keel length. Squid ships can float and sail on water, and
                                                
                                            
                                                
                                                     the squid ship can continue moving if it has any movement left.
  Squid Ship Deck PlansView Unlabeled Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     advantage of their shadowy surroundings to get the drop on the adventurers and continue to hide in the shadows throughout combat.
 EXPLORATION
 The water is not drinkable and attempting to do so
                                                
                                            
                                                
                                                    Area Information Dimensions & Terrain This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the ceiling coating the floors and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Adventure Setting Many D&D adventures revolve around dungeonsâinterior spaces such as great halls and tombs, subterranean monster lairs, mazes riddled with traps, natural caverns extending for miles
                                                
                                            
                                                
                                                    . Predators need prey, and intelligent creatures search for lairs offering the best combination of air, food, water, and security. Keep these factors in mind when designing an adventure location. If the site
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     
     1  âI canât stand dark places.â 
   2  âIâm terrified of a particular kind of animal.â 
   3  âDeep water will be the death of me.â 
   4  âI canât stand heights.â 
   5  âI hate being stuck in
                                                
                                            
                                                
                                                     crack in a cave wall to continue an adventure. If the player portrays the characterâs response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     saving throw to grab hold of the side of the ship. On a failure, the creature plunges down to the water 400 feet below, taking 70 (20d6) bludgeoning damage. Another Attack? Right as their fight with the
                                                
                                            
                                                
                                                     giff concludes, the characters hear an explosion coming from the other side of the academy, in the direction of the cadet quarters. They now have a choice: head toward what is clearly another attack (continue with âFreeing Mikenâ below) or remain aboard the Flighty Foundling (skip ahead to âStaying Putâ).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     great danger to anyone who goes near the water. Giant smiths at the Star Forge once used magical rings to protect themselves against acidic compounds; the characters might be able to find such rings in
                                                
                                            
                                                
                                                     giants might just be the impetus Diasma needs to leave the monastery and continue her adventuring career. Diasmaâs Challenge Diasma questions whether the characters have what it takes to compete with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     hundred feet in diameter. Shafts of light cut through the leafy canopy overhead and reflect off thin streams of water that trickle along and between the treeâs gnarled, thick roots.
 As you approach the
                                                
                                            
                                                
                                                     Eternal Spring is being sullied, tainted by blood lust.â He begs the characters to continue on their journey, which is taking them toward the pool, and do whatever necessary to make the pool pure and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     water, and can land on ground. Squid Ship Summary  Armor Class 15 (wood) Cargo: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3œ mph) Cost: 25,000
                                                
                                            
                                                
                                                     comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isnât in the squid shipâs path, and the squid ship can continue moving if it has any movement left.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.  Perfectly obedient, the chuuls
                                                
                                            
                                                
                                                     crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
                                                
                                            
                                                
                                                     mob, and the rest leap into the water and swim toward the two longships as they set sail. Once the thugs are defeated, the Moondancer takes aboard the rest of the citizens gathered at the docksâsixty souls in allâbefore shoving off. See chapter 2 for more information about the Moondancer and its crew.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The surviving objects continue to float, doing so even if removed from the room. It takes almost no effort to move them, and they sink to the floor under 1 pound or more of additional weight. A
                                                
                                            
                                                
                                                     components (for the indicated spells): a vial of blood, a strip of flesh, and a pinch of bone dust (animate dead); a clay pot of grave dirt, a clay pot of brackish water, and three 150 gp black onyx
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     the following: Ahead, the water deepens into a broad pond broken by the rooflines of submerged buildings. An embankment rising just above the water is covered in a cluster of violet-leafed trees. The
                                                
                                            
                                                
                                                     half-drowned ruins of a temple are visible beyond; a platinum triangle gleams on its leaning belfry.
 The causeway rises over water thatâs 20 feet deep. From it, characters can see the temple grounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     horizon.
 The headstones continue in every direction no matter how far a character travels. Each headstone is inscribed with the name of a different individual who died within Strahdâs domain (the
                                                
                                            
                                                
                                                     Thorn. They are inconsolable; any attempt to interact with the children reveals their illusory nature. Every minute, the water covering the floor of the 10-foot-high bedroom rises an additional 1 foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     coddling of my family. (Chaotic) 4 Power. If I can attain more power, no one will tell me what to do. (Evil) 5 Family. Blood runs thicker than water. (Any) 6 Noble Obligation. It is my duty to protect and
                                                
                                            
                                                
                                                     in every word addressed to me, and Iâm quick to anger. 4 I have an insatiable desire for carnal pleasures. 5 In fact, the world does revolve around me. 6 By my words and actions, I often bring shame to my family.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see âFast-Flowing Water
                                                
                                            
                                                
                                                     take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water arenât likely to survive for long. The stream runs underground for about 5 miles before emerging on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    (Mis)Fortune Once the battle is over, the characters continue the voyage to the Greypeak Mountains, following up on the information gained in the Horn Enclave vault. The mysterious wizard, Lottie, is
                                                
                                            
                                                
                                                     along one side of the town. Its water is a strange phosphorescent green color.
 The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     that square). The characters continue to move, one square at a time, awakening skeletons and defending themselves until they navigate their way across the dunes to safety, or slay twenty or more
                                                
                                            
                                                
                                                     Dunes do not pursue characters into water deeper than 3 feet. Seawater does them no harm â they have simply not been ordered to defend that area. Thus, characters who decide to come ashore and then
                                                
                                            
                                        






