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                        Returning 35 results for 'disperses instead are boat'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
                                                
                                            
                                                
                                                     just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
                                                
                                            
                                                
                                                     stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
                                                
                                            
                                                
                                                    );{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Keresta can grapple the target (escape DC 18).
Bite
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , he can choose to succeed instead.
Magic Resistance. Nafas has advantage on saving throws against spells and other magical effects.
Noble Genie. Nafas doesn’t suffer any of the penalties that
                                                
                                            
                                                
                                                     dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                    Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
                                                
                                            
                                                
                                                     collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.Multiattack. Gar makes two melee attacks, one with his claw and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     tie up the boat at the base of one of the pillars, they can instead climb to the area atop it (area D2, area D3, area D4, or area D5).
                                                
                                            
                                                
                                                    Approaching by Water If the characters row to the observatory, read this text instead: As you round the southeastern tip of the island, you can see crumbling ruins atop basalt columns just off the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
                                                
                                            
                                                
                                                     with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Unsafe Waters The characters have the use of Grynsk’s two rowboats (see the “Rowboat Statistics” sidebar). The damaged one has 36 hit points instead of 50. Three sets of fishing tackle are stashed in
                                                
                                            
                                                
                                                     the center of each boat.  The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     are traveling in a boat or raft, their vessel takes 2d6 bludgeoning damage for each successful save; in other words, each rock that misses a character hits the boat or raft instead. Roll the damage
                                                
                                            
                                                
                                                     teeth 9 Tight passage 10 Whirlpool  Collision This terrain encounter occurs only if one or more party members are traveling by raft or boat, and there’s a strong current. Have everyone aboard the vessel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Running This Chapter Once the characters decide to visit Seagrow Caves, they have two options for reaching the site: By Boat. Dragon’s Rest has a rowboat the characters can take around the western
                                                
                                            
                                                
                                                     little easier than rowing, even though it’s farther because the characters have to walk around the bays instead of rowing across them. The 7-mile trip takes only 2 hours and 20 minutes at a normal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    New Management The Bargewright Inn depends on regular supply runs downriver by barge from Yartar, but its regular supply boat is overdue. The innkeeper, Nalaskur Thaelond, a Zhentarim operative, is
                                                
                                            
                                                
                                                     functions were rearranged to Chalaska’s benefit. This situation leaves Thaelond unwilling to appoint Muruin as his temporary replacement while he travels to Waterdeep. Instead, he prefers to frustrate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Running This Chapter Once the characters decide to visit the Clifftop Observatory, they have three options for reaching the site: By Boat. Dragon’s Rest has a rowboat the characters can take around
                                                
                                            
                                                
                                                     rowing, and a quicker trip despite the characters having to walk around the eastern bay instead of rowing across it. The 6-mile trip takes only 2 hours at a normal walking pace. Overland. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
                                                
                                            
                                                
                                                     their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -mile wide at this point. A gatehouse and keep stand atop a low bluff, but the walls are built to the water’s edge. On the river bank, another low tower guards a boat basin where keelboats are moored
                                                
                                            
                                                
                                                     characters entered through the water gate (area K11), three Crushing Wave reavers (chapter 7) provide escort instead. The escort takes the party to the great hall (area K16), where Grimjaw interviews
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
                                                
                                            
                                                
                                                     blocks the castle’s water gate (area K11). It only takes one person to operate the capstan, but lowering the chain to allow a boat to pass requires a character to use three actions cranking. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     — Waterdeep’s temple of Selûne, whom she blames for the destruction of Vanrak Moonstar. Keresta is a vampire, with these changes: Keresta summons giant centipedes instead of wolves. She gains the
                                                
                                            
                                                
                                                     they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness. If Keresta is destroyed, the fog disperses, and the rats and bats gradually die off until only a scattered few remain.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
                                                
                                            
                                                
                                                     their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     the bigger ships alongside each other would be risky), or to travel to or from a pier that is either too small or too crowded to accommodate a larger vessel.
 A jolly boat can be lowered into the
                                                
                                            
                                                
                                                     gravity plane of a larger ship or object, where it bobs like a boat in water. A jolly boat is too small to support a spelljamming helm, so the crew must use oars to steer and propel it as it “floats” in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus.  1d100 Effect   01–50 You cast a random spell
                                                
                                            
                                                
                                                     just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     random effect occurs instead, determined by rolling on the following table.
 
   Conceptopolis  Presto creates a lightning bolt
 using his Hat of Many Spells  
 Any spell you cast from the hat
                                                
                                            
                                                
                                                     swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     fails a saving throw, it can choose to succeed instead.
 Summon Swarm (Recharge 5–6). The King of Feathers exhales a swarm of insects (wasps) that forms in a space within 20 feet of it. The swarm
                                                
                                            
                                                
                                                     acts as an ally of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute.
 Treasure A search of the rooms under the amphitheater uncovers an electrum platter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     kept his treasure in a heavy, locked chest that never left his side. Perhaps it was this heavy chest, suggests Rinaldo, that capsized his boat and sent the man to his sunken grave, or perhaps it was
                                                
                                            
                                                
                                                     the fright of seeing his dead wife that caused him to capsize the boat and drown. Either way, Rinaldo is certain that the man’s treasure lies at the bottom of the lake, waiting for some intrepid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    , Common
 Challenge 15 (13,000 XP)
 Amphibious. Gar can breathe air and water.
 Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
 Spellcasting. Gar is a
                                                
                                            
                                                
                                                     inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.
 Actions
 Multiattack. Gar makes two melee attacks, one with his claw and one with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (15,000 XP) Proficiency Bonus +5
 Amphibious. The giant can breathe air and water.
 Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.
 Actions
                                                
                                            
                                                
                                                     water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . Croaking voices penetrate the fog, through which dark shapes appear, resolving into two rowboats. Manning the oars of each rowboat are two bullywugs.
 The four bullywugs (neutral) are enjoying a boat
                                                
                                            
                                                
                                                     rigging makes such a climb possible.
 The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
 As long as the balloon or basket has at least 1 hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     rowboat. The former costs 4 gp (per the Player’s Handbook), while the latter can be bought for 50 gp or rented for 2 gp per day. A character can fish on the ice instead of a boat, in which case a saw or
                                                
                                            
                                                
                                                     hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     roll. Use a d6 instead of a d4 in the high intensity zone.  d20 Encounter   1–2 1 fire elemental 3 1d8 magmin 4 1d3 salamanders (see area W7) 5 Crust break 6 Flame gout 7 Lava rain 8 Smoke cloud 9
                                                
                                            
                                                
                                                     and causing that area to become lightly obscured. The smoke dissipates in 1d4 minutes unless a wind disperses it. Sulfur Cloud. A discharge of noxious fumes erupts from a nearby vent. The effects are identical to a stinking cloud spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                     use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell
                                                
                                            
                                                
                                                     30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be
                                                
                                            
                                                
                                                     damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas’s or his allies’ actions don’t gain this benefit, instead falling as normal. Wishful Winds. The wishes of creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and shrivels. Passing the Mantle When a dragon dies, the power enfleshed in the dragon doesn’t just disappear from the world. Over time, it disperses, but in the moments immediately surrounding the
                                                
                                            
                                                
                                                     subjected to at least a diminished form of the dragon’s breath weapon. A gem dragon might psionically implant a gemstone in the recipient’s body that carries the dragon’s power. A dragon might instead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                     use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell
                                                
                                            
                                                
                                                     30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Areas of the Water Temple C1. Lake Landing If the characters arrive by boat from the stream, read the following text: Firelight shines from a large cavern ahead. The stream opens into a large
                                                
                                            
                                                
                                                     instead: The passage opens into a large, dark cavern filled by a subterranean lake. At the east end of the lake, a torch illuminates a stone quay with a ten-foot skiff tied up alongside it. The west end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     didn’t say anything. If Gorglak finds the characters’ bribe appealing, he refuses to accept it then and there, instead directing them to find one Werz Saltbaron in the Darklake Docks and hand the
                                                
                                            
                                                
                                                     (Survival) check to guide their boat safely and inconspicuously to an empty dock. If the group check fails, nearby guards notice the characters but don’t immediately identify them as a threat. However, you
                                                
                                            
                                        





