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Returning 35 results for 'continues wind return'.
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continues with retain
continued wind reborn
continue wind reborn
Spells
Player’s Handbook
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Monsters
Curse of Strahd
strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
a return to the old ways.
Dreams of the Damned. Kasimir's sister, Patrina Velikovna, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Monsters
Bigby Presents: Glory of the Giants
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
each of its turns.
Freezing Storm. Shards of ice pelt down, and freezing wind fills the area. Each creature in the cylinder must succeed on a DC 25 Dexterity saving throw or take 28 (8d6);{"diceNotation
Monsters
Fizban's Treasury of Dragons
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Monsters
Fizban's Treasury of Dragons
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
, requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10
Monsters
Mordenkainen's Fiendish Folio Volume 1
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Orc
Legacy
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard their jolly boat and return to the Second Wind. Have Krux and each character make a DC 21 Wisdom (Perception) check. Those who fail the check are surprised when Big Momma attacks: As the jolly boat
approaches the Second Wind, an enormous jet-black behemoth glides out of the darkness and cosmic dust, its red eye glowing brightly as its jaws open wide. Long, stringy strands of saliva break off
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard their jolly boat and return to the Second Wind. Have Krux and each character make a DC 21 Wisdom (Perception) check. Those who fail the check are surprised when Big Momma attacks: As the jolly boat
approaches the Second Wind, an enormous jet-black behemoth glides out of the darkness and cosmic dust, its red eye glowing brightly as its jaws open wide. Long, stringy strands of saliva break off
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ahead of you. Its smooth and shiny surface cannot possibly have been worn down by the wind. No, this protrusion looks utterly out of place, as if it had been thrust into the ground.
A character who
a larger structure that continues underground. Slippery Entrance Characters who search the area around the protrusion find a slippery, 5-foot-diameter tunnel that enters the ground at a steep angle
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ahead of you. Its smooth and shiny surface cannot possibly have been worn down by the wind. No, this protrusion looks utterly out of place, as if it had been thrust into the ground.
A character who
a larger structure that continues underground. Slippery Entrance Characters who search the area around the protrusion find a slippery, 5-foot-diameter tunnel that enters the ground at a steep angle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara is obsessed enough to cast raise dead to restore them to life (assuming the character’s soul is willing to return). Captured characters are disarmed, their hands bound with spider-silk rope, and
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->Out of the Abyss
, Ilvara is obsessed enough to cast raise dead to restore them to life (assuming the character’s soul is willing to return). Captured characters are disarmed, their hands bound with spider-silk rope, and
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->Tomb of Annihilation
Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
name in the dead-book! I swear, more and more of you clueless wind up in the Cage every day. Quit flapping your bone boxes, and go back to your own burgs.”
The tetchy pedestrian might be either a
intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
name in the dead-book! I swear, more and more of you clueless wind up in the Cage every day. Quit flapping your bone boxes, and go back to your own burgs.”
The tetchy pedestrian might be either a
intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the cold wind to get the better of them. Auril’s winter spell has caused the population of Ten-Towns to dwindle and has heightened rivalries that have simmered for years, turning neighboring towns
against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the cold wind to get the better of them. Auril’s winter spell has caused the population of Ten-Towns to dwindle and has heightened rivalries that have simmered for years, turning neighboring towns
against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
eyes widen, then narrow. “What’s this foul treachery?” he hisses.
Unbeknownst to anyone aboard the Second Wind, Agony the ghost has taken possession of Flinch. Before the players roll initiative for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind
Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
temple complexes. A temple is overcome when its prophet is defeated or the monsters in its shrine are eliminated.
After the characters defeat the first prophet, run “Dire Tidings” when they return to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
temple complexes. A temple is overcome when its prophet is defeated or the monsters in its shrine are eliminated.
After the characters defeat the first prophet, run “Dire Tidings” when they return to