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Returning 35 results for 'sinks turn'.
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shines turn
seeks turn
Monsters
Eberron: Rising from the Last War
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each
Spells
Elemental Evil Player's Companion
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
Monsters
Quests from the Infinite Staircase
when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall’s area is difficult terrain for a creature that isn’t grappled. The wall sinks
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
Monsters
Divine Contention
legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom
, 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.
Magical fog billows
Monsters
Storm King's Thunder
legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom
of wall has AC 5, 15 hit points, 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
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn Immunity. The demilich is immune to effects that turn undead.Howl (Recharge
16 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes
, 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.
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Monsters
Basic Rules (2014)
the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
turn and sinks into the floor, never to return. Treasure Once the xorn are defeated, the characters can retrieve forty fist-sized crystals worth 10 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
turn and sinks into the floor, never to return. Treasure Once the xorn are defeated, the characters can retrieve forty fist-sized crystals worth 10 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10 (3d6) acid damage as it sinks into the cube and is automatically engulfed by it. If the cube is attacked from above, it rises out of the pit on its turn and tries to engulf anything in its path.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10 (3d6) acid damage as it sinks into the cube and is automatically engulfed by it. If the cube is attacked from above, it rises out of the pit on its turn and tries to engulf anything in its path.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger from the creature. A lone character trying to swim with the treasure box must succeed on a DC 20 Strength (Athletics) check at the start of their turn or sink 20 feet. Two characters working
turn while the other character uses the Help action, or both characters sink 20 feet. The two characters must remain within 5 feet of each other, or both of them drop the box. If the box is dropped in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger from the creature. A lone character trying to swim with the treasure box must succeed on a DC 20 Strength (Athletics) check at the start of their turn or sink 20 feet. Two characters working
turn while the other character uses the Help action, or both characters sink 20 feet. The two characters must remain within 5 feet of each other, or both of them drop the box. If the box is dropped in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
mephits have appeared. The mephits attack anyone on or near the Maze Engine. Shake, Rattle, and Roll At the end of its turn during round 3, the engine shifts. Any creature standing on it must make a DC 10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
mephits have appeared. The mephits attack anyone on or near the Maze Engine. Shake, Rattle, and Roll At the end of its turn during round 3, the engine shifts. Any creature standing on it must make a DC 10
Compendium
- Sources->Dungeons & Dragons->Divine Contention
valiantly to their doom.
4 An acolyte of Tymora tries to quash rumors that the Maimed God Tyr has promised to turn anyone who dies in his name into an angel.
5 Allied soldiers ask the
sinks into the mud, dragging its oxen down with it.
8 Lightning ignites the roof of a nearby house. Locals are hiding out in the cellar but going to their aid could betray their position.
9 A
Compendium
- Sources->Dungeons & Dragons->Divine Contention
valiantly to their doom.
4 An acolyte of Tymora tries to quash rumors that the Maimed God Tyr has promised to turn anyone who dies in his name into an angel.
5 Allied soldiers ask the
sinks into the mud, dragging its oxen down with it.
8 Lightning ignites the roof of a nearby house. Locals are hiding out in the cellar but going to their aid could betray their position.
9 A
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->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->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->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->The Book of Many Things
weight is placed on the stretch of beam between the characters and the fulcrum, unless a counterweight is placed on the opposite side, the end of the beam sinks a few inches and presses on a hidden
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
weight is placed on the stretch of beam between the characters and the fulcrum, unless a counterweight is placed on the opposite side, the end of the beam sinks a few inches and presses on a hidden
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
understands the languages it knew in life but can’t speak
Challenge 4 (1,100 XP)
Bottom Treader. The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no
can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 4 (1,100 XP)
Bottom Treader. The drowned assassin cannot swim, and it sinks to the
the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
understands the languages it knew in life but can’t speak
Challenge 4 (1,100 XP)
Bottom Treader. The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no
can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 4 (1,100 XP)
Bottom Treader. The drowned assassin cannot swim, and it sinks to the
the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
within 5 feet of the mold for the first time on a turn or starts its turn there, the creature makes a DC 12 Constitution saving throw, taking 22 (4d10) Cold damage on a failed save or half as much damage
creature that enters the inferno for the first time on a turn or starts its turn there takes 22 (4d10) Fire damage and is burning. Poisonous Gas Nuisance Hazard (Levels 1–4) Poisonous gas is usually
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
kraken’s siege monster feature. Assuming the ship has all its hit points when Slarkrethel attacks, the vessel is destroyed after the kraken’s second turn in combat. While crushing the ship, the kraken
can’t take other actions but can use its legendary actions as normal. Hekaton isn’t afraid to face the kraken, and the kraken in turn has no qualms about killing the storm giant king (see “Development
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
kraken’s siege monster feature. Assuming the ship has all its hit points when Slarkrethel attacks, the vessel is destroyed after the kraken’s second turn in combat. While crushing the ship, the kraken
can’t take other actions but can use its legendary actions as normal. Hekaton isn’t afraid to face the kraken, and the kraken in turn has no qualms about killing the storm giant king (see “Development