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Returning 35 results for 'coven water reaction'.
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Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
with her.Three Green Hag (Coven Variant);green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
target to escape the grapple causes the gadabout to use its reaction to move into the nearest unoccupied space. While grappled by the gadabout, the target determines where the gadabout moves on the
’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
Magic Items
The Wild Beyond the Witchlight
can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
Random Properties. Regardless of the form it takes, the
:
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die
points for each head regrown this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While
Monsters
Bigby Presents: Glory of the Giants
action and Ice Armor reaction.
The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn
to Thrym.
True to their name, these ice shapers manipulate the raw elemental energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly ice shards.Cold
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
Magic Items
Tasha’s Cauldron of Everything
, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving
no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its action, reaction, and movement.
Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23
of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned
Monsters
Fizban's Treasury of Dragons
a night hag (coven variant);night hag coven are determined to prevent an adult moonstone dragon from contacting creatures in the dream realm, and the dragon has no idea why.
7
An adult
look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example, a well maintained and above-water version of the black dragon lair’s
Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic"} psychic
Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
Green Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
has disadvantage on attack rolls against the hag.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the
spells
feet.
Fire. The target has Resistance to Fire damage. In addition, when the target takes damage from a creature that is within 5 feet of it, it can take a Reaction to make one melee attack against
that creature, using a weapon or an Unarmed Strike.
Water. The target has Resistance to Acid damage. In addition, it can breathe underwater and has a Swim speed of 60 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Giant shark
Gladiator
Gorgon
Green hag (in coven)
Half-red dragon veteran
Hill giant
Mezzoloth
Night hag
Otyugh
Red slaad
Revenant
Roper
Sahuagin baron
Salamander
Shambling
mound
Triceratops
Troll
Umber hulk
Unicorn
Vampire spawn
Water elemental
Werebear
Wraith
Xorn
Young remorhaz
Shambling Mound
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Giant shark
Gladiator
Gorgon
Green hag (in coven)
Half-red dragon veteran
Hill giant
Mezzoloth
Night hag
Otyugh
Red slaad
Revenant
Roper
Sahuagin baron
Salamander
Shambling
mound
Triceratops
Troll
Umber hulk
Unicorn
Vampire spawn
Water elemental
Werebear
Wraith
Xorn
Young remorhaz
Shambling Mound
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix. Open Water Encounters (Levels 1–4) d100 Encounter 01
1d4 reef sharks 29 1 hunter shark 30–34 1d4 sahuagin 35–37 1d4 koalinth (see appendix C) 38–40 A rank 1 whirlpool connected to the Elemental Plane of Water (see “Whirlpools”) 41–45 1d4 locathahs (see
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix. Open Water Encounters (Levels 1–4) d100 Encounter 01
1d4 reef sharks 29 1 hunter shark 30–34 1d4 sahuagin 35–37 1d4 koalinth (see appendix C) 38–40 A rank 1 whirlpool connected to the Elemental Plane of Water (see “Whirlpools”) 41–45 1d4 locathahs (see
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Caves of the River Coven All the caves in this area are cold and damp, with water dripping from the ceiling to form shallow pools of water everywhere. 10a. Black Pebble Cave This 8-foot-high cave
Having eluded the drow so far, ten grimlocks huddle in the back of this 10-foot-high cavern. They feed on fish from the River Sargauth and fight only in self-defense. 10c. Sea Hag Coven This 30-foot
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Price of Beauty, Sylvarie Silversong, after visions bestowed by Sune led her to a hot spring infused with fey magic. Ten years ago, a coven of green hags calling themselves the Fetid Gaze tricked
the bathhouse are the coven’s wicked minions in disguise, but also here are an undercover Harper agent, a water spirit, and a cursed kobold—all potential allies who can reveal the coven’s malicious machinations. Azirssa, Greensong, and Morganna
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Caves of the River Coven All the caves in this area are cold and damp, with water dripping from the ceiling to form shallow pools of water everywhere. 10a. Black Pebble Cave This 8-foot-high cave
Having eluded the drow so far, ten grimlocks huddle in the back of this 10-foot-high cavern. They feed on fish from the River Sargauth and fight only in self-defense. 10c. Sea Hag Coven This 30-foot
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Price of Beauty, Sylvarie Silversong, after visions bestowed by Sune led her to a hot spring infused with fey magic. Ten years ago, a coven of green hags calling themselves the Fetid Gaze tricked
the bathhouse are the coven’s wicked minions in disguise, but also here are an undercover Harper agent, a water spirit, and a cursed kobold—all potential allies who can reveal the coven’s malicious machinations. Azirssa, Greensong, and Morganna
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
this aging effect on the creature. Three hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags. Random
ever seeming.
Iggwilv’s Cauldron (Gold Version) Gold Cauldron. The gold cauldron has the following properties: If water is poured into the cauldron and stirred for 1 minute, it transforms into a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
this aging effect on the creature. Three hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags. Random
ever seeming.
Iggwilv’s Cauldron (Gold Version) Gold Cauldron. The gold cauldron has the following properties: If water is poured into the cauldron and stirred for 1 minute, it transforms into a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
gathering places where Fey creatures bartered and shared gossip. When the Hourglass Coven took over, Bavlorna corrupted the wells with her magic so that vile water burbled up to saturate Hither and
transform it into a festering swamp. Today, the wells fluctuate between spewing out the foul water and drinking it back in, such that the landscape changes from a flooded marsh to a muddy morass at