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                        Returning 35 results for 'continues water reduce'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
                                                
                                            
                                                
                                                    Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
                                                
                                            
                                                
                                                    . The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
                                                
                                            
                                                
                                                    Amphibious. Zegana can breathe air and water.
Legendary Resistance (3/Day). If Zegana fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zegana has advantage on saving
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points.
Swarm. The swarm can occupy another creature's space and
                                                
                                            
                                                
                                                     vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
                                                
                                            
                                                
                                                     from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken’s lair becomes
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
                                                
                                            
                                                
                                                     pushed 10 feet away from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests
                                                
                                            
                                                
                                                     fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to
                                                
                                            
                                        
                                                     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.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: bane, control water, create or destroy waterThe dragon can take 3
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests visibly in the gem-like
                                                
                                            
                                                
                                                    , replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
                                                
                                            
                                                
                                                     its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until which the creature is covered by ectoplasm
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
                                                
                                            
                                                
                                                     the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
                                                
                                            
                                                
                                                     over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their halls with boiling water and noxious fumes. The stairwell leading
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
                                                
                                            
                                                
                                                     halls with boiling water and noxious fumes. The stairwell leading up to the city was sealed to prevent the fumes from spilling into the streets above. Decades later, once the volcano’s activity
                                                
                                            
                                        
                                                    Control Water
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
                                                
                                            
                                                
                                                    Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell
                                                
                                            
                                        
                                                    Kraken
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
                                                
                                            
                                                
                                                     is pushed 10 feet away from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    , forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
                                                
                                            
                                                
                                                     creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
                                                
                                            
                                                
                                                     the thessalkraken.
Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.
The alluring gleam of treasure beneath
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
                                                
                                            
                                                
                                                     finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
                                                
                                            
                                                
                                                     creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                                
                                                     alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    -encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
                                                
                                            
                                                
                                                     reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Detention Bog Features The Detention Bog is a muggy place with the following features: Endless Muck. The muddy, stagnant water is 2 feet deep unless otherwise specified and counts as difficult
                                                
                                            
                                                
                                                     terrain. The small islands of land and pathways shown on the map are normal terrain. Poor Visibility. Pervasive mist and drizzle reduce visibility to 30 feet. Teeming Creatures. The bog is filled with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     surface, while the eastern path runs level with the water and continues into a tunnel opening. The water turns darker toward the center of the pool, where it transforms from a gentle swirl into a churning
                                                
                                            
                                                
                                                    9. Fountain of Evil Foul water from the Darklake spills into this cave, forming a pool. See the “Whorlstone Tunnels: General Features” sidebar for the effects of drinking foul water. The ceiling in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Capture The drow try to capture the escaped prisoners if at all possible, since Ilvara wants the pleasure of teaching them a lesson about disobedience. If the dark elves reduce any characters to 0
                                                
                                            
                                                
                                                     before Ilvara has the opportunity to torture them or sell them into slavery in the City of Spiders. If they escape her clutches again, the drow priestess continues her pursuit until she is dead or the party leaves the Underdark (see chapter 7).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     and corridors. The water and mud reduce average movement by one-third (speed 30 becomes 20, speed 20 becomes 15), and will necessitate continuous probing of the floor by the party as they advance. It
                                                
                                            
                                                
                                                     rotten. The water on the floor is about 1 foot deep, and the floor itself is covered with slippery mud. Except where flights of steps lead up out of it, this scummy water covers the floors of all rooms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
                                                
                                            
                                                
                                                     Obstacle   1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    Asteroid Ahead! The characters’ tyrant ship encounters an asteroid a few days’ travel from H’Catha. Proximity to the asteroid causes the ship to reduce speed. Read the following: It has been a few
                                                
                                            
                                                
                                                     uneventful days, except for the revelation that Saerthe is an excellent dragonchess player. Tarto continues your training to keep your edge and stave off boredom. You’ve now memorized each card in the
                                                
                                            
                                        





