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Returning 35 results for 'beasts breathe diffusing college reflect'.
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beasts breath diffusing college reflect
Monsters
Ghosts of Saltmarsh
Water Breathing. The eel can breathe only underwater.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2
);{"diceNotation":"2d10+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater).
College of Glamour
Legacy
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Classes
Xanathar's Guide to Everything
beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey
Monsters
Ghosts of Saltmarsh
Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Battleaxe attacks and one Harpoon attack.
Battleaxe. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType
revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions.
Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons
Monsters
Mythic Odysseys of Theros
Amphibious. The triton can breathe air and water.
Innate Spellcasting. The triton's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material
, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't
Monsters
Curse of Strahd
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk
Monsters
Mythic Odysseys of Theros
"} fire damage on a failed save, or half as much damage on a successful one.The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many
artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations.
The Akroans tell a tale of the first chimera’s origin, wherein
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything
Backgrounds
Guildmasters’ Guide to Ravnica
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Backgrounds This section presents five backgrounds that you can choose to reflect your character’s studies preparing to enter one of Strixhaven’s colleges. You aren’t limited to these
backgrounds in a Strixhaven campaign; they’re just one way you can choose to dive deeply into your character’s college affiliation. If you do choose one of these backgrounds, you can assume that your life
Backgrounds
Guildmasters’ Guide to Ravnica
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
, devoted to contemplating philosophical principles.
8
My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.
Non-Simic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
again on the second night, repeating the same tactics but refining their targets to reflect what they’ve learned of the caravan’s strengths and weaknesses. Oxen are of little use to the bandits except
as food, so they target the beasts this time around, hoping to strand the wagons along the road so they can harry the caravan defenders at will. Use the rhinoceros statistics for the oxen, but remove
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Witherbloom Student You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading
Witherbloom College. Skill Proficiencies: Nature, Survival Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A bottle of black ink, an ink pen, a book about plant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Giant Sea Eel Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater). Giant Sea
Breathing. The eel can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the
speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
farmers from bandits and beasts. Natural Magic. Druidic traditions play an important role in Eldeen society. If you’re a druid or ranger, are you a stoic Warden of the Wood or a grim Child of Winter? Even
if you’re not a spellcaster, the Magic Initiate feat can provide you with a few spells to reflect a basic initiation into the druidic mysteries. A Land with No Lords. The Reachers are fiercely
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything they have to say.
3
I think of ships as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
critters such as the beholder and the displacer beast next to more recent creations such as the chuul and the twig blight. Common beasts mingle with the weird, the terrifying, and the ridiculous. In
collecting monsters from the past, we’ve endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch
Damage Immunities cold
Senses passive Perception 16
Languages Aquan, Common, Giant
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The giant can breathe air and water.
Actions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with Rage, and wade into hand-to-hand combat. Then follow the Path of the Berserker to unleash raw violence. Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Swarm of Quippers Swarm of Quippers
Medium swarm of Tiny beasts, unaligned
Armor Class 13
Hit Points 28 (8d8 − 8)
Speed 0 ft., swim 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Student You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions
, and your spell effects might reflect the appearance of the reference books you study. Building a Lorehold Character Any class or subclass that deals with knowledge of the past can be a good fit in
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food.
Watery Sight. Water within 6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
individual members devour one another until only the strongest hatchlings are left alive to grow to maturity. Sahuagin Hatchling Swarm
Large swarm of Tiny beasts, chaotic evil
Armor Class 14
Hit
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
shores and lake beds within 6 miles of the lair.
Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Girscamen is charted, it’s Zisatta, who commands Janya’s security force. He offers to escort the characters to the Cerulean Lyceum, Janya’s great bardic college, where Zisatta and the other members of the
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some developing skills as clerics, rogues, wizards, or other classes. Such characters often come from the sage background and have proficiency in skills that reflect their studies, such as Arcana
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and






