Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'fluid turn'.
Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Keen Smell. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next
turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour.Multiattack. The leucrotta makes one Bite attack and one Hooves attack.
Bite. Melee Weapon Attack
Monsters
Princes of the Apocalypse
him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire
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
Magic Items
Tasha’s Cauldron of Everything
.
Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action
pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of
monsters
Regeneration. The surgeon regains 10 Hit Points at the start of each of its turns. If it takes Poison damage, this trait doesn’t function at the start of its next turn. The surgeon dies only if
it starts its turn with 0 Hit Points and doesn’t regenerate.
Veiled Ignorance. A creature whose mind can’t be read, or that is under the effect of a Mind Blank or Nondetection spell, has
magic-items
into the Ethereal Plane and see all invisible creatures and objects until the end of your turn. Additionally, you can see through all walls and solid objects within 60 feet of you until the end of your
turn. During this time, ammunition fired from this bow passes through solid objects, and you can target enemies within 60 feet of you with your ranged attacks, even if they are behind Total Cover. You
magic-items
Once per turn when you deal damage to a creature using a cantrip while holding this wand, one target of that cantrip takes an extra 1d4 damage of type dealt by the spell.
Crafting. Creating a Wand
of the Precocious Apprentice requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones from an Undead
[Dust] Fey Dust
[Fluid] Ectoplasm
magic-items
This helm is forged in fires ignited with elemental dust, using plates from a construct and the heart of a red dragon. The plates are then soaked in elemental fluid before having an animus gem
installed that contains the energy of a Fire Giant.
While your Rage is active, you gain Resistance to Fire damage. In addition, once per turn, while you are Raging, when you hit a target with a Melee
magic-items
make that creature Jinxed (1d4) until the start of your next turn.
Crafting. Creating a Wand of Jinxes requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Goopy Ooze
[Hair] Hair from an Undead
[Hide] Bark
This wand is carved from magical bark, with the hair of an undead creature in its core and finished in goopy ooze.
Once per turn when you deal damage with a Warlock cantrip to a creature, you can
magic-items
six charges, and regain all expended charges each day at dawn. Once per turn when you hit a creature with a ranged weapon attack, you can expend one charge from the bracers to deal an extra 3d6
Lightning damage to the target. A target which takes this damage has the Shocked condition until the start of your next turn.
Crafting. Creating Bracers of Arc Lightning requires a Rare Workshop and the
magic-items
score a Critical Hit with this warhammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Warhammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
a Critical Hit with this hammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Hammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
Critical Hit with this maul, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Maul requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
.
Once per turn, when you cast a spellBurning (3d6 Fire) condition.
Crafting. Creating an Amulet of Incineration requires a Rare Workshop and the following Rare Components:
[Animus] Animus from an
Elemental
[Bones] Spine from a Monstrosity
Elemental Dust from anEntropic Flame[/monsters]
[Fluid] Monster Blood from an Aberration
magic-items
tastes even worse than it looks.
When you drink this potion, for the next minute, you regain 5 Hit Points at the start of your turn. The effects of this potion end early if you take Fire or Acid
damage.
Crafting. Creating a Trollblood Potion requires a Rare Workshop and the following Rare Components:
[Animus] Fey Animus
[Fluid] Monster Blood from a Troll
[Organ] Eyes from a Troll
magic-items
with a leather belt that connects to an elemental-fueled motor powered by a Very Rare Animus.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Once on your turn when you hit
following Very Rare Components:
[Animus] Any Animus
[Bones] Ribs
[Fluid] Elemental Fluid
[Hide] Plates
[Hide] Skin from any Monstrosity
Blade from aRipper[/monsters]
magic-items
Immobilized until the start of your next turn.
Crafting. Creating an Injector’s Light Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
+1 bonus to attack and damage rolls made with this magic light crossbow. This crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn
magic-items
wearer to jump back in time and space.
You can use a Bonus Action on your turn to click the heels of these boots together. When you do, you teleport to the space you occupied at the start of your turn
so long as it is currently unoccupied.
Crafting. Creating Retracer Boots requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Goopy Ooze
[Hide] Scales from a Dragon
[Hide] Webbed Membrane
Feathers from aHarpy[/monsters]
[Organ] Flesh from a Dragon
magic-items
pendant to gain resistance to that damage type until the end of your next turn.
Crafting. Creating a Pendant of Prismatic Protection requires an Uncommon Workshop and the following Uncommon Components
:
[Animus] any Animus from an Elemental
[Dust] Elemental Dust
[Fluid] any two Elemental Fluids from different Elementals
magic-items
Immobilized until the start of your next turn.
Crafting. Creating an Injector’s Hand Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
bonus to attack and damage rolls made with this magic crossbow. This hand crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn
magic-items
the start of your next turn.
Crafting. Creating an Injector’s Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
bonus to attack and damage rolls made with this magic crossbow. This crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn when you
magic-items
an elemental. Even in its permanently frozen state, it is comfortable to wear.
Once per turn, when you cast a spell that deals Cold damage using a spell slot, you can choose one target that was dealt
:
[Animus] Animus from an Elemental
[Bones] Ribs from an Undead
[Fluid] Contaminated Ichor
Heart from aadult white dragon;White Dragon,adult silver dragon;Silver Dragon,Winter Troll[/monsters], or any monster Immune to Cold damage.
magic-items
the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire damage while
:
[Animus] Animus from a Giant
[Bones] Skulls of any two Trolls
[Fluid] Monster Blood from any Troll
[Fur] Stitches
[Hide] Skin of any Troll
magic-items
until the start of your next turn.
Crafting. Creating an Injector’s Heavy Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
+1 bonus to attack and damage rolls made with this magic crossbow. This crossbow ignores the Loading property, and you don't need a free hand to load a piece of ammunition into it.
Once per turn when
magic-items
attuned to it, at the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire
:
[Animus] Animus from a Giant
[Bones] Skulls of any two Trolls
[Fluid] Monster Blood from any Troll
[Fur] Stitches
[Hide] Skin of any Troll
magic-items
gain a +2 bonus to attack and damage rolls made using this magic shortsword.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
magic-items
attuned to it, at the start of your turn you can expend between 1 and 10 charges from the armor (no action required). You regain 1 Hit Point for each charge expended in this way. If you take Acid or Fire
:
[Animus] Animus from a Giant
[Bones] Skulls of any two Trolls
[Fluid] Monster Blood from any Troll
[Fur] Stitches
[Hide] Skin of any Troll
magic-items
a +2 bonus to attack and damage rolls made using this magic weapon.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the attack
you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this weapon
magic-items
gain a +2 bonus to attack and damage rolls made using this magic scimitar.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
magic-items
gain a +2 bonus to attack and damage rolls made using this magic rapier.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the attack
you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this weapon
magic-items
magic.
You gain a +2 bonus to attack and damage rolls made using this magic weapon.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately
after the attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while
magic-items
gain a +2 bonus to attack and damage rolls made using this magic longsword.
Once per turn when you score a Critical Hit or reduce a creature to 0 Hit Points using this weapon, immediately after the
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the following to describe the membrane: A thick, translucent membrane stretches across an opening in one wall, holding back fluid. The fluid on the membrane’s other side presses it outward like an
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the following to describe the membrane: A thick, translucent membrane stretches across an opening in one wall, holding back fluid. The fluid on the membrane’s other side presses it outward like an
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a hit). 4 A bundle of thrashing cords whips around the character, who must succeed on a DC 10 Dexterity saving throw or be restrained until the end of the character’s next turn. 5 A device fires a
dart filled with glowing green fluid at the character (+4 to hit, 1 piercing damage on a hit). On a hit, the fluid is injected with an ominous hiss—but it proves harmless. 6 A mechanical chicken fires