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Returning 28 results for 'swimming starts'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
1
Faulty Sensors. Roll a d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork has resistance to force, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit
Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning
a swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
1
Faulty Sensors. Roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
1
Faulty Sensors. Roll a d6 at
Monsters
Fizban's Treasury of Dragons
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8);{"diceNotation":"9d8
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can be seen beneath the surface of the black water.
The water is heated by a thermal spring and pleasantly warm. However, the pool is disease-ridden. Any creature that starts its turn in the water
can try to get around the pool without swimming it, by using magic or climbing along the walls. Climbing the slippery walls of the cavern requires a successful DC 13 Athletics check. On a failed check, a character falls into the water.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Ruinous Sea is inimical to all but the strange and powerful chaos krakens that inhabit it. Swimming the Ruinous Sea Despite their ephemeral appearance, the Ruinous Sea’s roiling clouds are viscous and
cloying, acting as a liquid for the purposes of movement. A creature that enters the Ruinous Sea for the first time on a turn or starts its turn there takes 70 (20d6) damage. The type of damage
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. The dragon turtle makes one Claw or Tail attack.
Move. The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn’t provoke opportunity attacks.
Boiling Aura
(Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the dragon turtle’s next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
of Water Within the Plunging Torrents, any creature that has the symbol of water scratched into their flesh gains a swimming speed equal to its ground speed, is immune to the effects of currents, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes
clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). 10 Water Propulsion. The clockwork gains a swimming
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage
this invocation, you can’t use it again until you finish a short or long rest. Gift of the Depths Prerequisite: 5th level You can breathe underwater, and you gain a swimming speed equal to your
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Weapon of Warning This magic weapon warns you of danger. While the weapon is on your person, you have advantage on
. Cube of Force This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
give it a walking speed of 30 feet. Burrowing Speed. Instead of a swimming speed, it has a burrowing speed of 10 feet. Using its drill, it can burrow through solid rock, leaving a 10-foot-wide, 10-foot
-high tunnel behind it. Lever 1. Moving lever 1 to the up position starts the drill. Moving the same lever to the down position shuts off the drill. Lever 9. Moving lever 9 to the up position causes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
you please, particularly to lighten the mood after exploring a somber gate-town like Curst or Rigus. The encounter starts when the characters hear a group of jovial cheers outside the walking castle
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from water, such as a fire elemental, takes 11 (2d10) cold damage when it starts its turn in a watery curtain or enters it for the first time on a turn. If a watery curtain takes 50 cold damage or
swarms of quippers.
Walls. The damp walls have harmless snails and giant starfish clinging to them.
The marid, Ichthyglug, is swimming in his pool when the characters first arrive. He greets them
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
thunder damage. 6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t
feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
creatures without a swimming speed. A green slaad lurks on the stage, drawn to the tunnels by the chaotic magic of the city. If it notices a character, the slaad turns and hisses before using its Hurl
14 (4d6) fire damage to each creature in the water at that time. For the next minute, as the water continues to burn, a creature that enters the water for the first time on a turn or starts its turn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
without a swimming speed that moves into the stream for the first time on a turn or starts its turn there must succeed on a DC 10 Strength saving throw or be swept 40 feet downstream. Swimming against
fane. Two water weirds lurk in the pool and guard the area for the cult. They attack anyone approaching the water who fails to give the water cult’s hand sign. The pool is 20 feet deep. Swimming in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
loyal merfolk slaves. C5. Giant Anemone This enormous orange, red, and purple anemone anchored to the side of a boulder is a trap from the time of Ogrorlo meant to guard the cove. When a creature starts
underwater, its walking speed is 0 feet, and its swimming speed is 40 feet. It has a +4 bonus to Dexterity (Stealth) checks. It doesn’t have the Constrict action option. C7. Cove Gorge This gorge goes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
pool as a Search action can make a DC 20 Wisdom (Perception) check. On a success, the character discerns that the pool leads into an underground tunnel. The tunnel leads to area B11. Swimming through
refuses to stand down, hand over any of his loot, or stop terrorizing the coast. He delights in causing pain and suffering. If conversation drags on too long, Sablewing gets bored and starts combat
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Primordial, Sahuagin, and Undercommon. He has 144 hit points, resistance to acid damage, a swimming speed of 30 feet, and the ability to breathe air and water. He has prepared the conjure elemental
damage from a magic weapon, this trait doesn’t function at the start of the ghost’s next turn. The ghost dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
tunnels connect this cave to areas P12 and area P18. Characters swimming underwater spot them automatically. Secret Passage. A one-way secret door blocks access to a submerged tunnel that ends at another
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
statuette of an imp with onyx eyes worth 180 gp, and a ring of swimming. G4. Bewildering Crystals This cave is a forest of glowing crystals, which grow like foliage on slender stone columns that make it
the well of boiling mud for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. The mud is 5 feet deep and heated by a volcanic vent beneath the cave. Treasure Characters
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
. Slime Pools These pools bubble with a dark green slime and are 15 feet deep. Swimming through the viscous slime requires a successful DC 12 Strength (Athletics) check. A creature that fails this check
on a failed save, or half as much damage on a successful one. If the wall is destroyed, the gas behind it immediately expands, filling all of area C13 and C14. A creature that enters or starts its turn
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
stone bridge. Nozzles embedded in the north and south walls shoot blasts of air across the bridge.
A creature that falls into the acid takes 21 (6d6) acid damage. Any creature that starts its turn in
bridge for the first time on a turn or starts its turn there, or when a flying creature enters a space above the bridge or the acid pit for the first time on a turn, the creature must succeed on a DC 20
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
enters the room or starts its turn there must succeed on a DC 13 Dexterity saving throw to avoid colliding with a statue. Reduce the DC by 1 for every three dancing statues that have been destroyed. A
. Peering into the water’s depths reveals thin, pale faces staring back, dark monsters swimming past, and glimpses of distant realms. A creature can wade through the water safely, but any creature that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-diameter silver mirror is embedded in the western wall. Letters are engraved into its frame. The eastern tunnel starts 10 feet above the floor and gently slopes upward to area X21. (Xanathar
it from accidentally dreaming another beholder into existence. The bowl-shaped “dream nullifier” magically wakes Xanathar when it starts to dream about other beholders. If the bowl is engulfed by an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Creature. In his current state, the dragonpriest is slower and weaker than a normal troll. Use troll statistics, but the dragonpriest starts with 30 hit points, regenerates only 5 hit points per round
sealing this chamber portrays a dragon-like fish swimming.
The door is locked but can be opened with thieves’ tools and a successful DC 20 Dexterity check. If the door is opened, read: This ten






