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Returning 35 results for 'bards breathe diffusing concealed reward'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.
The ritual, which takes several
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.
The ritual, which takes several
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales
below.
Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The morkoth can breathe air and water.Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Monsters
Storm King's Thunder
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales
Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by
the special features described below.
Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the bards (area 48), and Unkh’s robe of scintillating colors (area 55). If, in your estimation, a player did an extraordinary job roleplaying a trickster god’s flaw, the god’s spirit might reward
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
treasure seekers to these ruins, but the reward for their boldness is death. Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 4 (1,100 XP)
Amphibious. The chuul can breathe air and water.
Sense Magic. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
partially concealed behind a tall, slender oil painting of fishing boats on Lac Dinneshere. It pulls open to reveal the speaker’s office (area T3) beyond. Any character who searches the wall for
, whereas the other chairs don’t. A secret door in the northwest corner is concealed behind a tapestry depicting a snow-capped mountain. It swings open into area T1. Any character who searches the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chapter), concealed with an illusory disguise. A character who succeeds on a DC 18 Intelligence (Investigation) check pierces the illusion and sees the rakshasa’s true appearance. Uvashar profits regardless
the suited elf from earlier. The rakshasa admonishes the characters and dismisses them without reward. The characters must find an alternate way into Dragon’s Pride. Lying. A character who attempts to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. The morkoth can breathe air and water.
Actions
Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5
concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Challenge 11 (7,200 XP)
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with
possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
concealed beneath rocky gravel that blends with the surrounding ground. As a character approaches the entrance, they must make a DC 15 Intelligence (Investigation) check. On a failed check, the character
submerged can’t breathe. A creature can pull another creature within its reach from the quicksand by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lusty and forlorn. Its source cannot be ascertained. 17 1d6 zombies lost in the maze. 18–19 A concealed pit 5 feet wide, 10 feet deep, and lined with poisoned wooden stakes. The lead character spots the
skill to illustrate Nangnang convincingly. She’s willing to give the magical pigments as a reward to the adventurers if all goes well. As a further reward, Krr’ook offers a ring of jumping.
Moment
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
count as difficult terrain. Amid the muck and gravel on the northern bank hides a deadly predator, an amphisbaena (see chapter 6). The serpent has concealed itself as it watches for prey, the mud
Returned are tritons and, in addition to the statistics of a normal Returned sentry, each can breathe water and has a swim speed of 30 feet. Decades ago, anticipating Varyas’s mission, Phenax sent
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
worshipers pay homage to the dark god in the hope of gaining reward in the new world he creates from the ashes of this one. Unless you prefer otherwise, no cultists are present here when the characters
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
on the walls and the floor. Hidden Door. Near the southwest corner is a door concealed behind a manticore hide hung on the wall. Someone looking around the room can notice the shape of the door behind
tubes are concealed in this room under a stack of logs in the alcove to the northwest. Someone who glances at the logs notices the bone tubes with a successful DC 15 Wisdom (Perception) check, and any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
moon at night. The interior of the ship and the sea cave are concealed in darkness. Structure. The wood of the Marshal’s hull, deck, and doors is rotting. Unless otherwise noted, a door or a 5-foot
on a mission from Demogorgon and fight to the death. Extra Reward. If the characters kill the merrow and fulfill the ghost’s request to lay the missionaries to rest (see “Ghosts” in area M9), the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence
ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vinecutter. She lays out the problem (“firenewts have taken over our ancestral forge”) and proposes the solution (“kill them”). As a reward, each character will be allowed to take twenty 1-pound
10 pounds. Each adamantine ingot is worth 10 gp and weighs 1 pound. If she is present, Sithi Vinecutter allows the characters to collect their reward, though she watches them closely to be sure no one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
DC 15 Wisdom (Perception) check to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful DC
them back to their homes (about a day’s travel away). The grateful families reward them with two potions of healing. Taking the time to see Geradil and Courana to safety, however, gives the orcs a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Amphibious. The dragon can breathe air and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
now, saying that he will reward them for their discretion “when the time comes.” In exchange, he allows the characters to return to Waterdeep and promises them positions of power in his organization
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the altar while the hand is opened and succeeds on a DC 15 Wisdom (Perception) check detects a large secret panel in the palm of the hand. The panel opens easily, revealing a concealed staircase
the woman to thank and reward her for her bravery. As they approached, however, she fell dead. The unknown woman was laid to rest in this special place in the cathedral, and her body has never
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
set a bridge guard where a high tunnel passes through the larger cavern below. One goblin stands watch here and is well concealed, requiring a successful DC 15 Wisdom (Perception) check to spot it. Like
wagon to transport them. If they return the supplies to the Lionshield Coster in Phandalin (see chapter 2), they earn a reward of 50 gp and the friendship of Linene and her company. In addition to the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
begrudgingly gives them a potion of giant strength (hill) as a reward. If more than one character completes all three activities, Vile Sazha gives the potion to the character who had the fewest failed
Challenge 2 (450 XP) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
similar effect uncovers concealed writing on the ledge before the bridge, which reads as follows: “The vortex eats all magic, save for that from which it was born.”
To cross the bridge safely
tactile, and creatures unable to breathe underwater suffocate while in this chamber. A hostile giant shark swims beneath the characters. The shark is part of the mirage, though it can harm characters who
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spell effects, and more. These benefits are gained automatically, as a general reward for the characters’ adventuring success driving franchise advancement. So it’s important that everyone is aware
+ franchise rank. Carriage Ejector Platforms. A carriage gains potent defensive capabilities in the form of sections of its roof and walls set with powerful concealed springs. This defensive feature can be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
to us, I shall grant you a reward. Meepo can accompany you if you desire.”
If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects area 15 and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
character falls into the rushing water below. Rushing Water. Water rushes into the chasm from the river outside via concealed channels below the tower. A creature that falls into the chasm takes 10 (3d6
to the svirfneblin forge and exchange it for a set of books—the smiths will know which ones. Shalfey gives the party directions and promises to reward each character with a magic item from his treasury






