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Returning 35 results for 'back breathe defend creatures race'.
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Spells
Player’s Handbook
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spells
Player’s Handbook
Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a
Spells
Player’s Handbook
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
Magic Items
Dungeon Master’s Guide
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
Monsters
Monster Manual
, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8);{"diceNotation":"2d8
two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.PoisonAcid, Fire
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
":"Lightning"} Lightning damage. Success: Half damage.
Swallow. Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23
Spells
Player’s Handbook
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the
Spells
Player’s Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Magic Items
Dungeon Master’s Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
Magic Items
Dungeon Master’s Guide
a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.
The figurine has a 10 percent chance each time you use it to
Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination.
Coral Scepter. Melee Attack Roll: +7
Longbow", "rollDamageType":"Poison"} Poison damage.
Invective. Wisdom Saving Throw: DC 15, up to three creatures the merrow can see within 60 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover a
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
spectral existence in material reality. Each incarnation resembles a saurian behemoth with an axolotl face, a many-frilled tail, and a hulking back covered in bright-orange pustules. In Lorwyn
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Mobility Wonder (Common). While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Heroes of Faerûn
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
Monsters
Eberron: Rising from the Last War
Change Appearance. The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Changelings are a humanoid race of shapechangers who conceal
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The hybrid can breathe air and water.Multiattack. The hybrid makes two claw attacks.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claw"} to hit
created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Water Breathing
Legacy
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Spells
Basic Rules (2014)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Monsters
Storm King's Thunder
secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.
Ideal: “Good
people should be given every chance to prosper, free of tyranny.”
Bond: “I’ll lay down my life to protect Triboar and its citizens.”
Flaw: “I refuse to back down. Push me, and I’ll push back.”
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor.
Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who
Gelatinous Cube
Legacy
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Monsters
Basic Rules (2014)
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked
Alter Self
Legacy
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Spells
Basic Rules (2014)
action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe
voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a
Classes
Xanathar's Guide to Everything
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Your heart beats once per minute. This event sometimes surprises you.
5
You have trouble remembering that living creatures and corpses should be treated differently.
6
You blinked. Once
Monsters
Waterdeep: Dungeon of the Mad Mage
Medium or smaller creatures inside it at a time. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it.
Transparent. Even
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
Monsters
Mythic Odysseys of Theros
lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale
, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow
Conjure Woodland Beings
Legacy
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Spells
Basic Rules (2014)
any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One fey creature of challenge rating 2 or lower
Two
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
gingerbrutes, these cookie Constructs are notoriously difficult to pin down.
When an unfortunate baker accidentally creates a gingerbrute, the cookie causes mayhem throughout the kitchen before running back to
the wilds where its ingredients originated. Many witches of Dunbarrow craft gingerbrutes intentionally, whipping them into shape (sometimes with actual whipped cream) as soldiers to defend their
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
small.”
Bond: “I’d give my life to defend my king and his royal line.”
Flaw: “I never question orders.”Lightning, ThunderCold
Monsters
Out of the Abyss
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A






