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Returning 35 results for 'count wave remains'.
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Spells
Player’s Handbook
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from
the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Monsters
Monster Manual
of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies.Poison
Spells
Player’s Handbook
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
Monsters
Monster Manual
Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A
tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.Bludgeoning, PiercingFire
Magic Items
Dungeon Master’s Guide
. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
Monsters
Monster Manual
imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area can’t regain Hit Points until the start of the death tyrant’s next turn. An intact Humanoid corpse
there instantly rises as a Zombie under the death tyrant’s control and takes its turn immediately after the death tyrant on the same Initiative count.
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The wave shaper can breathe air and water, but it
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.
Innate
Monsters
Princes of the Apocalypse
of another creature’s turn. Imix regains spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast of heat within 300 feet of himself. Each creature in the area in
damage and catches fire. A target on fire takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"fire"} fire damage when it starts its turn, and remains on fire until it or
Monsters
Mythic Odysseys of Theros
act immediately after the triton on the same initiative count and fight until they’re destroyed. They disappear if the triton dies.Multiattack. The triton makes two attacks using Wave Touch and
casts ray of frost.
Wave Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Wave Touch"} to hit, reach 5 ft., one target. Hit: 22 (4d10);{"diceNotation":"4d10
Magic Items
Wayfinder's Guide to Eberron
hand remains free.
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20
+13","rollType":"to hit","rollAction":"Wave of Sorrow"} to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6","rollType":"damage","rollAction":"Wave of Sorrow","rollDamageType
Graz'zt
Legacy
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Learn More
Monsters
Out of the Abyss
;zt has advantage on saving throws against spells and other magical effects.
Magic Weapons. Graz’zt’s weapon attacks are magical.Multiattack. Graz’zt attacks twice with the Wave of
Sorrow.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Wave of Sorrow"} to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6
Monsters
Bigby Presents: Glory of the Giants
, reach 20 ft., one target. Hit: 28 (4d8 + 10);{"diceNotation":"4d8+10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"force"} force damage.
Lava Wave (Recharge 5–6);{"diceNotation":"1d6
", "rollType":"recharge", "rollAction":"Lava Wave"}. The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Princes of the Apocalypse
, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can
);{"diceNotation":"1d8","rollType":"damage","rollAction":"Drown","rollDamageType":"cold"} cold damage.In the Water Node
When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
dragon;ancient or adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following
Monsters
Dragonlance: Shadow of the Dragon Queen
Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cataclysmic Breath"}. The dragon exhales a wave of ghostly purple flames in a 30-foot cone. Each creature in that area
destroy the would-be memento.
Death Dragons
Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
challenge rating of an ancient or adult time dragon;adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
Monsters
The Book of Many Things
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
any medusa, including the hierophant medusa or the medusa in the Monster Manual.
Lair Actions
On initiative count 20 (losing initiative ties), the medusa can take one of the following lair actions
Monsters
Candlekeep Mysteries
Magic Resistance. Valin has advantage on saving throws against spells and other magical effects.
Rejuvenation. While her heart remains in Alessia’s body, Valin re-forms inside her sarcophagus
Sarnaster’s Lair
Valin can use her lair actions in any area of the tomb.
Lair Actions
On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
’s commands and is destroyed on the next initiative count 20.
Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or
(62,000 XP) when he’s encountered in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can
Monsters
Princes of the Apocalypse
in the initiative count. The shadow is under the dragon’s control.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
snakes infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the
Monsters
Quests from the Infinite Staircase
, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargon’s next turn.
Slime Wave (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Slime Wave"}. Zargon spews slime in a 60-foot cone. Each creature in that area that isn’t an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed
Monsters
The Wild Beyond the Witchlight
to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.Skylla, who sometimes goes by the alias Charmay, forged a
feel beholden to stay on good terms with her vile spawn, the hags of the Hourglass Coven.”
Flaw. “I don't have a single friend I can count on.”
Combat Notes
Skylla is not an
Monsters
Princes of the Apocalypse
to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra
saving throw or be pulled up to 20 feet into the water and knocked prone.
Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can’t take the same lair action two rounds in a row:
Create Object. The anarch casts the
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
Monsters
Mordenkainen Presents: Monsters of the Multiverse
XP) when he’s encountered in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take one of the following lair actions when in his lair; he can
there previously were none.
Psychic Anguish. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10
Monsters
Van Richten’s Guide to Ravenloft
feet of that creature. The gibbering mouther;gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are
on this terrain.
Mind Cloud (Costs 3 Actions). The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a DC 23 Wisdom saving throw or take 32 (5d12
Monsters
Princes of the Apocalypse
breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count
count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects:
A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns
Backgrounds
Ghosts of Saltmarsh
scavengers. (Evil)
5
Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6
Hard Work. No wave can move a soul hard at
Oweland and her family are the informal leaders of the fishing industry in Saltmarsh. You can always count on the Owelands for minor aid and can gain access to Eda if the need is obvious and imminent.
Monsters
Planescape: Adventures in the Multiverse
as an ally of the baernaloth, and can’t summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action.
Teleport. The
hovering at death’s door.
The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), a
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have
public argument with an Izzet chemister, and neither of us is allowed back into that restaurant.
7
I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains
Monsters
Dragonlance: Shadow of the Dragon Queen
"}. The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8);{"diceNotation":"10d8", "rollType":"damage
dropping the snared creatures to their doom.
Death Dragons
Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul
Monsters
The Book of Many Things
Actions). The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion’s choice in that area.Jyn Corvis, a former adventurer
feet of itself. The champion remains invisible until the start of its next turn or immediately after it deals damage.