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Returning 31 results for 'sinks cast'.
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Monsters
Eberron: Rising from the Last War
idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.A radiant idol was an angel that was banished from the celestial realm of Syrania and cast
Monsters
Divine Contention
’s spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:
1/day each: invisibility, legend lore, protection from
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
Monsters
Storm King's Thunder
: blight, legend lore (cast as 1 action), locate creature, pass without trace, protection from energy, true seeingClaugiyliamatar can take 3 legendary actions, choosing from the options below. Only one
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek
, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies
Spells
Elemental Evil Player's Companion
. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving
throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the
Spells
Xanathar's Guide to Everything
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a
quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant
psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the
any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the
any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Radiant Idol A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals
facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(cast as 1 action), fly, ice storm
1/day each: arcane eye, chain lightning, feeblemind, foresight, locate creature, mass suggestion, nondetection, power word kill, scrying (cast as 1 action), sequester
, telekinesis, teleport
Development Once it sinks the Morkoth, the kraken withdraws into the dark depths. If Hekaton is present, the kraken tries to drag the storm giant king down with it, leaving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cultists unworthy of becoming vampire spawn are brought here to nourish Keresta’s brood. Vampires’ Feast. A dead male human lies naked on a chaise longue in the center of the room, his cast-off purple and
black robe draped over a small table nearby. Two vampire spawn loom over the body, one slurping ferociously at the corpse’s wrist while the other sinks her fangs deeper into the corpse’s thigh.
Purple
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it can’t be used again until the next dawn. Armor of Fungal Spores Armor (Medium), Uncommon While
Armor of the Fallen Armor (Medium or Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Hall These rooms form the entrance to what was once a lavish underground mansion. 1a. Left Hand of Manshoon Alarm. An alarm spell has been cast on the 20-foot-square area marked on map 9. It
room contains six stuffed armchairs with garish upholstery. 1c. Coat Room The walls of this room are lined with rows of bare metal hooks. 1d. Water Closet This room is equipped with stone sinks and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
detecting character will get the vague feeling that the wish spell is involved in the gem’s magic. The gem is actually a cursed magic item. If any character touches it and attempts to cast a wish spell using
replica of the crown inlaid in silver on the lower front panel of the seat. If the silver end of the scepter is applied to this inlay, the throne sinks down and reveals a 5-foot-wide passageway that leads south.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) 14 11–16 22 (4d10) 16 17–20 55 (10d10) 18 Quicksand Pit Nuisance Hazard (Levels 1–4) A quicksand pit is 10 feet deep and covers the ground in a 10-foot square. A creature that enters the area sinks
1d4 + 1 feet into the quicksand and has the Restrained condition. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to know each other before this scene, but it’s fine if they do. Once the players are ready, read or paraphrase the following text: The sun sinks low in the west, stretching shadows across the well
black blood. His mask is clearly a funerary mask, though it’s cast of gold rather than clay. Characters who succeed on a DC 10 Intelligence check recognize the strange individual as one of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinks into the floor, creating an open passage to the tomb (area 35B). The “medallion” worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
plugged with wax before the dial is removed, preventing the gas from escaping. 35B. Tomb Four torches illuminate stone sphinxes crouched in the corners of this fifteen-foot-high room. The torches cast
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and sinks toward a fifteen-foot-diameter hole in the floor that seems to be the upper end of a tunnel.
The ice slide descends to area H36. H27. West Observation Platform Clinging to the thirty-foot
westernmost statues are two male drow elite warriors named Meldirn and Tlaknar. They cast faerie fire spells on intruders before attacking with their hand crossbows. They are soon joined by Yilsebek, the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
anything stationary on the water’s surface slowly sinks to the bottom over the course of 1 minute. Waterfall. The waterfall blocks passage to the fey crossing in area C7. Like the pool, the waterfall is
minute. Spells. Magic offers the following solutions: Control Water parts or raises the waterfall for the spell’s duration. Create or Destroy Water cast to destroy part of the waterfall destroys a 5
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Common, Draconic, and Druidic and have 45 hit points each. The druids worship Claugiyliamatar as a god, and the dragon teaches them to cast spells.
The druids attack intruders on sight. A character
is restrained by the slime and sinks 1d4 + 1 feet into the pool. At the start of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in the slime, it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
: Bathroom A raised marble tub occupies this room. Near it are two marble sinks with oval mirrors mounted above them, a fireplace, and a small table against the east wall that has a colorful
collection of bottles atop it.
The tub and sinks have pipes that draw rainwater from cisterns on the roof. Further, each basin is equipped with a plugged drainpipe and two faucets: one that magically heats
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
drawer (see “Treasure” below). He fights as a last resort and surrenders if reduced to 20 Hit Points or fewer and unable to flee. Veen. Veen is an Oni that has cast Invisibility on herself. Veen
him, tries to drive a wedge between him and Ronnom, or heads toward Skalanthas’s hoard (area M39). If a character asks Skalanthas why he sinks ships, the dragon explains that drastic actions are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
is well polished. A detect magic spell cast here reveals that Stefan’s skull radiates a faint aura of necromancy magic. As long as the skull remains in the crypt, it will answer up to five questions
put to it, as though a speak with dead spell had been cast on it. This property recharges each day at dawn. In life, Stefan was neither observant nor well informed. If the skull is questioned about
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the cavern has AC 8 and 20 hit points. They extend 5 feet above the water. Because the nets are wet, each has resistance to fire damage. Once a net drops to 0 hit points, the net sinks into the water
per day, when a creature touches the narwhal horn to the pool, a scrying spell is instantaneously cast. The spell is limited to creatures and locations within the Plunging Torrents, allows no saving
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
holding dried sausages, cheese, peppers, and garlic hang from the rafters. Other items found here include a butcher’s block, a table for preparing meals, a pail of potatoes, a few cast-iron pots, a
, a character can throw a sheet over the painting, making it unable to cast spells. The Cognoscenti Esoterica was wrong about one thing: Guildmaster Dusk has no intention of selling the painting. By
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lit by continual flame spells cast on wall sconces. X34a. In the middle of this tomb rests a gold marble sarcophagus, its lid carved in the likeness of a long-haired human wizard who wears a robe
adorned with closed eyes. The sarcophagus can’t be pried open or damaged, but if a spell is cast within the tomb, the eyes of the robe open all at once — an eerie yet harmless effect — and the lid slowly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
wearing heavy armor sinks to the bottom but can, on their turn, swim to the surface with a successful DC 10 Strength (Athletics) check. Wasp Nest. A 7-foot-long, 5-foot-wide wasp nest clings to a shadowy
(Perception) score of 13 or higher notice that the black-clad figure doesn’t cast a shadow. This is not a trait that darklings possess, but rather the result of Endelyn’s using her scissors of shadow snipping
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when






