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Returning 35 results for 'beasts breathe diffusing contests run'.
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Monsters
Journeys through the Radiant Citadel
Water Breathing. Nightsea chil-liren can breathe only underwater.Spear. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or
similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.
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).
Monsters
Dragonlance: Shadow of the Dragon Queen
target.Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven by
territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes about
Monsters
Tales from the Yawning Portal
Amphibious. The dragon turtle can breathe air and water.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.
Chains. Magic infuses the chains, which are long
enough to allow the dragon turtle free run of the chamber. When the dragon turtle moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked
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
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
monsters
Amphibious. The merfolk can breathe air and water.
Summon Storm. Once per day, one or more merfolk stormcallers can cast Control Weather as a Ritual that takes 10 minutes to perform. For every
entire fleet of ships. The greatest stormcallers have powers beyond what’s shown here; the merfolk tell stories of stormcallers who can command the beasts of the sea and transform into mighty squids
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
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.
Clans and Community
Centaurs sense the interconnectedness of the natural world. Thus
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
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
. After Diasma shares what she knows, she issues the party a challenge in exchange for further help from the monastery. Run the “Fireside Contests” section below. Roleplaying Diasma Diasma is a serene but
fire giants. She offers to put their skills to the test by challenging them to the monastery’s three Fireside contests. To make the challenge more enticing, Diasma says that for each contest the
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood.
Embodiment of
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
. After Diasma shares what she knows, she issues the party a challenge in exchange for further help from the monastery. Run the “Fireside Contests” section below. Roleplaying Diasma Diasma is a serene but
fire giants. She offers to put their skills to the test by challenging them to the monastery’s three Fireside contests. To make the challenge more enticing, Diasma says that for each contest the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
themselves, causing dangerous accidents during competitions.
7 An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests.
8 A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
gamblers, cruel trainers, savage animals, and worse. The Arena Villains table presents just a few ne’er-do-wells who might frequent physical contests. Arena Villains d8 Villain
1 A
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
. After Diasma shares what she knows, she issues the party a challenge in exchange for further help from the monastery. Run the “Fireside Contests” section below. Roleplaying Diasma Diasma is a serene but
fire giants. She offers to put their skills to the test by challenging them to the monastery’s three Fireside contests. To make the challenge more enticing, Diasma says that for each contest the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
themselves, causing dangerous accidents during competitions.
7 An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests.
8 A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
gamblers, cruel trainers, savage animals, and worse. The Arena Villains table presents just a few ne’er-do-wells who might frequent physical contests. Arena Villains d8 Villain
1 A
Backgrounds
Guildmasters’ Guide to Ravnica
, 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
fungus field.
5
I can’t fathom what could have made my childhood friend run off and join the Gruul.
6
I love comparing notes with my friend in the Izzet, though our fields of research are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
themselves, causing dangerous accidents during competitions.
7 An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests.
8 A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
gamblers, cruel trainers, savage animals, and worse. The Arena Villains table presents just a few ne’er-do-wells who might frequent physical contests. Arena Villains d8 Villain
1 A
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
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->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->Bigby Presents: Glory of the Giants
from whole tree trunks run the length of the hall. Hearth. An enormous fireplace holds iron spits, pots, and kettles within. Inscribed on the stone arch surrounding the fireplace are Giant runes
. Throne. An immense granite throne stands at the head of the hall. It is intricately decorated with stylized figures of giants and beasts, as well as more Giant runes.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from whole tree trunks run the length of the hall. Hearth. An enormous fireplace holds iron spits, pots, and kettles within. Inscribed on the stone arch surrounding the fireplace are Giant runes
. Throne. An immense granite throne stands at the head of the hall. It is intricately decorated with stylized figures of giants and beasts, as well as more Giant runes.
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->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->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->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->Bigby Presents: Glory of the Giants
from whole tree trunks run the length of the hall. Hearth. An enormous fireplace holds iron spits, pots, and kettles within. Inscribed on the stone arch surrounding the fireplace are Giant runes
. Throne. An immense granite throne stands at the head of the hall. It is intricately decorated with stylized figures of giants and beasts, as well as more Giant runes.
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
feather token (tree). Concluding the Contests If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer to accompany the party to
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
feather token (tree). Concluding the Contests If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer to accompany the party to
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
feather token (tree). Concluding the Contests If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer to accompany the party to






