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Returning 35 results for 'bad breathing diffusing complete returns'.
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Magic Items
Dungeon Master’s Guide
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Harpoon", "rollDamageType":"piercing"} piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
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
Monstrous Compendium Vol. 2: Dragonlance Creatures
against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
;s desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
regains all of its shared spells.
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Great Modron March, The When the gears of the plane of Mechanus (see chapter 6) complete seventeen cycles—once every 289 years—the modron (MOE-dron) leader, Primus, sends a vast army of modrons
some future act of conquest. The march is long and dangerous, and only a small number of modrons returns to Mechanus. ZUZANNA WUZYK The Great Modron March
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Great Modron March, The When the gears of the plane of Mechanus (see chapter 6) complete seventeen cycles—once every 289 years—the modron (MOE-dron) leader, Primus, sends a vast army of modrons
some future act of conquest. The march is long and dangerous, and only a small number of modrons returns to Mechanus. ZUZANNA WUZYK The Great Modron March
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Great Modron March, The When the gears of the plane of Mechanus (see chapter 6) complete seventeen cycles—once every 289 years—the modron (MOE-dron) leader, Primus, sends a vast army of modrons
some future act of conquest. The march is long and dangerous, and only a small number of modrons returns to Mechanus. ZUZANNA WUZYK The Great Modron March
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Anthradusk’s Return When Anthradusk returns to Haskasori, read or paraphrase the following text: A mighty boom shakes the ruins and unleashes a rain of settling sand. Heavy steps echo through the
halls. Something huge draws near.
Anthradusk has returned with the final items necessary to complete his ritual. The dragon enters the city via the sinkhole in the catacombs (area H11) and heads to his
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Anthradusk’s Return When Anthradusk returns to Haskasori, read or paraphrase the following text: A mighty boom shakes the ruins and unleashes a rain of settling sand. Heavy steps echo through the
halls. Something huge draws near.
Anthradusk has returned with the final items necessary to complete his ritual. The dragon enters the city via the sinkhole in the catacombs (area H11) and heads to his
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Anthradusk’s Return When Anthradusk returns to Haskasori, read or paraphrase the following text: A mighty boom shakes the ruins and unleashes a rain of settling sand. Heavy steps echo through the
halls. Something huge draws near.
Anthradusk has returned with the final items necessary to complete his ritual. The dragon enters the city via the sinkhole in the catacombs (area H11) and heads to his
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like 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
Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like 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
Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like 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
Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
council asks the adventurers to investigate immediately. A Violent Atmosphere. As the party is gathering their equipment and preparing to leave town, the group of settlers dispatched earlier returns
decided not to risk trying to complete the journey to the inn, but the other soldier sent to guard the caravan agreed to stay and keep an eye on the situation.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
council asks the adventurers to investigate immediately. A Violent Atmosphere. As the party is gathering their equipment and preparing to leave town, the group of settlers dispatched earlier returns
decided not to risk trying to complete the journey to the inn, but the other soldier sent to guard the caravan agreed to stay and keep an eye on the situation.
Magic Items
Guildmasters’ Guide to Ravnica
over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
council asks the adventurers to investigate immediately. A Violent Atmosphere. As the party is gathering their equipment and preparing to leave town, the group of settlers dispatched earlier returns
decided not to risk trying to complete the journey to the inn, but the other soldier sent to guard the caravan agreed to stay and keep an eye on the situation.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals To complete the Axeholm Quest, adventurers must kill or drive out all the monsters in the fortress. AXEHOLM FEATURES
In the dwarves’ absence, Axeholm has become a dark, sullen tomb
, full of dust and bad memories. It’s quiet most of the time, except when the sorrowful wails of the banshee fill the place. The following features are common throughout.
Arrow Slits. When using an arrow






