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Returning 35 results for 'cunning water recover'.
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Monsters
Tales from the Yawning Portal
nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
Shape Water. The nereid can cast control water at will, requiring no components. Its
Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Monsters
Ghosts of Saltmarsh
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being
Tammeraut's Fate, this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in its bloated gray eyes.Poison
Monsters
Acquisitions Incorporated
water, allowing it to be used five times.Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
.
D8
PERSONALITY TRAIT
1
I love being on the water but hate fishing.
2
I think of everything in terms of monetary value.
3
I never stop smiling.
4
Nothing
Monsters
Vecna: Eve of Ruin
flaws:
Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use his Change Shape.
Sunlight Hypersensitivity. While in sunlight
legendary action option can be used at a time and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn.
Cunning Escape. Strahd moves up to
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Monsters
Keys from the Golden Vault
steal away most of the clan’s gold, leaving only a pittance.
Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as
, the tips following the angles of her collarbones.
River. Swirling green and blue waters form a cascading river across her stomach, with scaly creatures leering from the water.
Power and Plunder
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
up to half its flying speed.The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to
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
":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and
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
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
","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.The most cunning and
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
":"2d6+8","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.The most cunning
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others’ voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes
curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they’ve lost. To some, this means seeking an end to their
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Aftermath After defeating the forces of Talos on land, the party can find a spell scroll of mass cure wounds on Nixoxious. They don’t have long to recover, however, because the water creatures summoned by the ritual are about to arrive.
Druid
Legacy
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Classes
Basic Rules (2014)
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Chapter 4: Air, Earth, Fire, and Water In chapter 3, the characters succeeded in exposing some or all of the elemental cults’ surface outposts as nests of villainy. However, the Haunted Keeps
deals a sharp setback to the affected cults, but unless the characters follow up on their initial successes by infiltrating the temple complex, the cults recover quickly from their early defeats and return in greater force.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
harbor to keep it from falling into enemy hands. A character can recover the sunken stone by using a detect magic spell to help pinpoint its location. Big Belchy A mechanical dragon turtle, dubbed Big
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by
.
Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
always be torn down. (Evil)
2 Acquisitiveness. Possessing what others covet is immensely satisfying. (Any)
3 Cunning. Destroying your foes without exposing yourself to danger is an art
blindness/deafness, create or destroy water
Adult 16 blindness/deafness, create or destroy water, plant growth
Ancient 19 blindness/deafness, create or destroy water, insect plague, plant growth
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Nereid One of the most inviting locations in The Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid — a
fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty. Nereid Medium fey, any chaotic alignment
Armor Class 13
Hit
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tribes known as the Ice Hunters, because of the many enemies Arauthator has frozen into the icy walls of the berg’s hollowed interior. In addition to his size, cunning, and ferocity, Arauthator wields
, and still speaks to him as if he were alive. Arauthator hopes that if he provides Arveiaturace with a new wizard to serve, she will recover from her grief and join him in wholeheartedly supporting
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spikes protruding from his head and shoulders. The monument is an astonishing bit of stonecraft in terms of its sheer size. Rivulets of water pour down from the mountain onto the statue, which channels
the water into a stream that flows out through the canyon. The sound of falling water is quite loud here, and a thick mist drifts over everything. Characters who inspect the statue and succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them
corner of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Lair of the Spirit Nagas All the caves of area 15 are either dry or have their floors covered with 1 foot of muddy water. An alarm raised in any of these areas attracts all nearby creatures: the
amusement. This 40-foot-high cave has the following features: Ledge. A slope of dry land rises from a few inches above the water to a 20-foot-high ledge at area 15b.
Weapons. Shattered and abandoned
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tribes known as the Ice Hunters, because of the many enemies Arauthator has frozen into the icy walls of the berg’s hollowed interior. In addition to his size, cunning, and ferocity, Arauthator wields
, and still speaks to him as if he were alive. Arauthator hopes that if he provides Arveiaturace with a new wizard to serve, she will recover from her grief and join him in wholeheartedly supporting
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Oases Four oases hold all the water in Har’Akir, making them focuses of life among the domain’s people, beasts, and monstrous inhabitants: Muhar Oasis. The largest oasis shares a name with the
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
doesn’t have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Sylvarie into a bargain that allowed them to take over the bathhouse. These cruel and cunning fey now use the temple to lure wealthy, greedy, and vain nobles and adventurers, preying on their
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