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Returning 35 results for 'preside action and his churning'.
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Monsters
Bigby Presents: Glory of the Giants
and devastation.
A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion’s sleep is troubled by nightmares. When roused, the cradle takes on a
elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.
Regional Effects
The region surrounding a scion
Monsters
Bigby Presents: Glory of the Giants
joyful glimpses of an idyllic past to horrific nightmares of torment and devastation.
A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion’s
churning elements.
Regional Effects
The region surrounding a scion of Stronmaus is altered by the giant’s magic, creating one or more of the following effects:
Elemental Portals. Two-way portals
Monsters
Journeys through the Radiant Citadel
spellcasting ability (spell save DC 17):
At-will: control water, fog cloud
1/day: greater restorationThe riverine can take 3 legendary actions, choosing from the options below. Only one legendary action
are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine’s personality reflects the nature of the river it arises
Monsters
Quests from the Infinite Staircase
successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex.
On subsequent turns, Nafas can use this action to move the vortex up to 60 feet
with it.
A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer
Monsters
The Book of Many Things
conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120 feet of itself. The storm lasts until the start of the champion’s next turn. While the
one.The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Storm of Vengeance Level 9 Conjuration (Druid) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Storm of Vengeance Level 9 Conjuration (Druid) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Storm of Vengeance Level 9 Conjuration (Druid) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
). Emboldening Bond 1st-level Peace Domain feature You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
). Emboldening Bond 1st-level Peace Domain feature You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities. Level 3: Circle
Tree Stride Tropical Land Druid Level Circle Spells 3 Acid Splash, Ray of Sickness, Web 5 Stinking Cloud 7 Polymorph 9 Insect Plague Level 3: Land’s Aid As a Magic action, you can expend a use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities. Level 3: Circle
Tree Stride Tropical Land Druid Level Circle Spells 3 Acid Splash, Ray of Sickness, Web 5 Stinking Cloud 7 Polymorph 9 Insect Plague Level 3: Land’s Aid As a Magic action, you can expend a use
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
be in or on the surface of water.
Legendary Actions
The riverine can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
be in or on the surface of water.
Legendary Actions
The riverine can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-deep pool of yellow acid. Visible through the churning, translucent acid are three 1-foot-diameter pitted iron wheels affixed to the pit floor in a triangular formation.
Secret Door. A secret
creatures standing on it into the acid. Any creature that enters the acid or starts its turn in it takes 33 (6d10) acid damage. A character can use an action to try to turn one of the iron wheels at the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) piercing damage plus 14 (4d6) fire damage.
Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
Actions
The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) piercing damage plus 14 (4d6) fire damage.
Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
Actions
The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-deep pool of yellow acid. Visible through the churning, translucent acid are three 1-foot-diameter pitted iron wheels affixed to the pit floor in a triangular formation.
Secret Door. A secret
creatures standing on it into the acid. Any creature that enters the acid or starts its turn in it takes 33 (6d10) acid damage. A character can use an action to try to turn one of the iron wheels at the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
constantly changes to ensure that characters within it remain separated and unable to find each other. Visibility within the maze is limited to 20 feet because of the churning fog. Spells that are altered
this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
constantly changes to ensure that characters within it remain separated and unable to find each other. Visibility within the maze is limited to 20 feet because of the churning fog. Spells that are altered
this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
churning cauldron of black clouds fills the sky as thunder peals and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest
creature standing at either end of the collapsed area can use its action to pull a buried creature out of the area, provided the buried creature is within reach (no ability check required
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
churning cauldron of black clouds fills the sky as thunder peals and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest
creature standing at either end of the collapsed area can use its action to pull a buried creature out of the area, provided the buried creature is within reach (no ability check required