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                        Returning 18 results for 'continuously water reaper'.
                    
                
                        
                            
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                                        continuously water reappear
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Wildspace. A gadabout wraps its branches around a Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout
                                                
                                            
                                                
                                                    ’s leaves even provide a nourishing syrup that its wearer can consume in the absence of other food and water. One Humanoid can survive on these leaves for up to sixty days.
Gadabouts require
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
                                                
                                            
                                                
                                                     apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     with small depressions at regular intervals. Water rapidly and continuously drips from the ceiling into the center of each depression. Manacled chains bound to the floor are mounted near many of the
                                                
                                            
                                                
                                                     depressions. If any of the characters succeed on a DC 10 Wisdom (Insight) check, they determine that victims were originally bound in chains in such a manner that the water dripping from the ceiling would
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Yeenoghu 11 Firegaunt 11 Fire hellion 11 Frost giant of Evil Water 11 Storm crab 12 Cloud giant of Evil Air 12 Death giant reaper 12 Fomorian warlock of the dark 12 Hill giant avalancher 12 Stalker of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Fire* 10 Fire hellion* 11 Scion of Surtur* 25   Frost Giants   Giant CR   Frost giant 8 Frost giant everlasting one† 12 Frost giant ice shaper* 17 Frost giant of Evil Water* 11 Frostmourn* 10 Fury of
                                                
                                            
                                                
                                                       Giant CR   Cyclops 6 Death giant reaper* 12 Death giant shrouded one* 15 Dire troll† 13 Echo of Demogorgon* 6 Ettin 4 Ettin ceremorph* 8 Fensir skirmisher* 6 Fensir devourer* 8 Fomorian 8 Fomorian deep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.
 Wave Echo Cave is nowhere near the ocean, but a water-filled cavern deep in the mine is connected to an
                                                
                                            
                                                
                                                     underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     come about two minutes apart, growing louder toward the northeast.
 Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine connects to an underground hot spring. The
                                                
                                            
                                                
                                                     spring boils over continuously, producing a surge that slams into a narrow funnel and sounds like breaking surf. Describe this sound to players on occasion; it should pique their curiosity and lure them toward its source—and consequently draw them deeper into the mine.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
                                                
                                            
                                                
                                                     consume in the absence of other food and water. One Humanoid can survive on these leaves for up to sixty days. Gadabouts require sunlight and water to survive. A healthy specimen can live for 25 years
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Arriving in Gracklstugh The Darklake District is a likely entry point to the city for the characters, whether they arrive via the water or travel one of the many tunnels leading to the district’s
                                                
                                            
                                                
                                                     like the teeth of some great maw.
 Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
                                                
                                            
                                                
                                                     beneath the Trackless Sea, it isn’t entirely filled with water. The general features of the undersea stronghold are summarized here.
 Air-Filled and Submerged Areas. Many chambers and corridors are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
 Reaper of Bhaal
 Medium humanoid (human), chaotic evil
 Armor Class 15
 Hit Points 27 (5d8 + 5)
 Speed 40 ft.
   STR
 11 (+0
                                                
                                            
                                                
                                                     Perception 13
 Languages Common
 Challenge 2 (450 XP)
 Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     dripping water echoes continuously.
 The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     manicured shrubbery. The yard is decorated with white marble benches and stone fountains, each in the form of a smiling nymph tipping a jug that spills water into a circular stone basin.
 An invisible
                                                
                                            
                                                
                                                     patterns on the tiles of polished blue marble that cover the floor. Three shallow, sunken pools contain scintillating perfume-scented water. White marble benches bearing stacks of dry towels are situated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . Once repaired, the lift continuously moves between the bunks and the mining tunnels, with a 1-minute stop at each location. Z5: Latrines The reek of waste wafts from these latrines. The walls here
                                                
                                            
                                                
                                                     are lined with long wooden benches with equidistant holes, which empty into a large trench. In the center of the room is a long trough filled with murky water.
 The waste from the latrines has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     can be doused with 10 gallons of water. Exposure to a strong wind for 1 minute causes the inferno to grow, adding 1d4 new 10-foot Cubes to its volume. An inferno deprived of fuel burns itself out
                                                
                                            
                                                
                                                     encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot Cubes. The transparent gas carries a foul odor. The gas is continuously
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    -wide alarm, the bell is rung continuously for at least a half-minute. The tolling can be heard from 2 miles away by creatures in the open, or 1 mile by creatures in the jungle. 10G. Stores Reserves of
                                                
                                            
                                                
                                                     lesser restoration and purify food and drink), five +1 arrows in a quiver, and a bowl of commanding water elementals (to aid in any last-ditch defense of the fort). Portyr and Halsdottir don’t blab about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spells that continuously sweep the floors. If the characters ascend to the topmost chamber of the tower, read: Glowing orbs are set into the walls of this thirty-foot-diameter circular chamber. Four giant
                                                
                                            
                                                
                                                     eight schools of magic. The liquid inside it looks and tastes like hot water. A detect magic spell reveals an aura of divination magic on the goblet and indicates that the liquid carries auras of all
                                                
                                            
                                        





