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Returning 35 results for 'been breathe diffusing compels refuse'.
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Monsters
The Wild Beyond the Witchlight
Amphibious. The knight can breathe air and water.
Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The knight
":"slashing"} slashing damage.Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well.Croak of Charming
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
Monsters
Infernal Machine Rebuild
Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer
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
the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward
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
refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward, tending reefs and waters to ensure that they remain unspoiled
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lady can cause all the city’s portals to cease functioning. This grinds the city to a halt; food and drink can’t enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lady can cause all the city’s portals to cease functioning. This grinds the city to a halt; food and drink can’t enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lady can cause all the city’s portals to cease functioning. This grinds the city to a halt; food and drink can’t enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bullywug Knight Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well. Bullywug Knight
Medium
breathe air and water.
Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The knight’s long jump is up to 20 feet
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bullywug Knight Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well. Bullywug Knight
Medium
breathe air and water.
Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The knight’s long jump is up to 20 feet
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bullywug Knight Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well. Bullywug Knight
Medium
breathe air and water.
Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The knight’s long jump is up to 20 feet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
experience painful — and potentially lethal — skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister
60 ft.
Challenge 5 (1,800 XP)
Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
experience painful — and potentially lethal — skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister
60 ft.
Challenge 5 (1,800 XP)
Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
experience painful — and potentially lethal — skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister
60 ft.
Challenge 5 (1,800 XP)
Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune
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
)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels
, Giant
Challenge 3 (700 XP)
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
Actions
Multiattack. The crab
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels
, Giant
Challenge 3 (700 XP)
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
Actions
Multiattack. The crab
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels
, Giant
Challenge 3 (700 XP)
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
Actions
Multiattack. The crab
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
diseased for 1d4 hours. A creature diseased in this way can breathe only underwater. When the cloud reaches the surface, it dissipates immediately. If the coffin is opened outside the water, the mucus
coiled up in the bones. When the eel is hungry, it attacks any creature smaller than it. The eel has the statistics of a giant constrictor snake, with the following changes: The eel can breathe only
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
diseased for 1d4 hours. A creature diseased in this way can breathe only underwater. When the cloud reaches the surface, it dissipates immediately. If the coffin is opened outside the water, the mucus
coiled up in the bones. When the eel is hungry, it attacks any creature smaller than it. The eel has the statistics of a giant constrictor snake, with the following changes: The eel can breathe only
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
diseased for 1d4 hours. A creature diseased in this way can breathe only underwater. When the cloud reaches the surface, it dissipates immediately. If the coffin is opened outside the water, the mucus
coiled up in the bones. When the eel is hungry, it attacks any creature smaller than it. The eel has the statistics of a giant constrictor snake, with the following changes: The eel can breathe only
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blank face, and Joho the monkey coughs on its stuffing when it tries to talk. Given a chance, the dolls share the following information: The Sewn Sisters are three night hags. The dolls refuse to mention
Charm. While you have Clay No-Face in your possession, you don’t need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blank face, and Joho the monkey coughs on its stuffing when it tries to talk. Given a chance, the dolls share the following information: The Sewn Sisters are three night hags. The dolls refuse to mention
Charm. While you have Clay No-Face in your possession, you don’t need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) 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 has advantage on saving throws
refuse to knowingly destroy any land inhabited by another nymph. While they won’t work to alter the natural course of destruction, neither will they make another nymph’s home part of any calamity they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) 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 has advantage on saving throws
refuse to knowingly destroy any land inhabited by another nymph. While they won’t work to alter the natural course of destruction, neither will they make another nymph’s home part of any calamity they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) 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 has advantage on saving throws
refuse to knowingly destroy any land inhabited by another nymph. While they won’t work to alter the natural course of destruction, neither will they make another nymph’s home part of any calamity they
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blank face, and Joho the monkey coughs on its stuffing when it tries to talk. Given a chance, the dolls share the following information: The Sewn Sisters are three night hags. The dolls refuse to mention
Charm. While you have Clay No-Face in your possession, you don’t need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
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
is in the room. The whisper-voiced lampad tries to enlist them in opening Orestes’s sarcophagus, where the eidolon is hiding. Those who refuse, or who want to use the eidolon for their own ends, earn
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
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
is in the room. The whisper-voiced lampad tries to enlist them in opening Orestes’s sarcophagus, where the eidolon is hiding. Those who refuse, or who want to use the eidolon for their own ends, earn
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
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
is in the room. The whisper-voiced lampad tries to enlist them in opening Orestes’s sarcophagus, where the eidolon is hiding. Those who refuse, or who want to use the eidolon for their own ends, earn
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
!”
Ideal. “The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.”
Bond. “The beautiful Pollenella—a vision in stripes.”
Flaw. “I cannot resist a pretty face
and deal with the threat of an evil green dragon that nests there.
Alignment. Chaotic good.
Personality Trait. “I am an elf, and time is on my side. I refuse to give up—ever.”
Ideal. “The elves
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
!”
Ideal. “The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.”
Bond. “The beautiful Pollenella—a vision in stripes.”
Flaw. “I cannot resist a pretty face
and deal with the threat of an evil green dragon that nests there.
Alignment. Chaotic good.
Personality Trait. “I am an elf, and time is on my side. I refuse to give up—ever.”
Ideal. “The elves






