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Returning 19 results for 'been breathe diffusing constructed relatives'.
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been breathe diffusing construct relative
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been breath diffusing constructed relatives
been breath defusing construct relatives
been breath diffusing construct relations
Monsters
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup As part of their assassination plot, Wiggan and Bertram Nettlebee have constructed an elaborate ruse. They unearthed a nearby Uthgardt barrow mound and set it aflame. This plan was risky, since
that of a “fire witch,” frightening his family with the wild tale. By keeping their relatives ignorant and scared, Wiggan and Bertram feel they can maintain the ruse and more easily lure the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup As part of their assassination plot, Wiggan and Bertram Nettlebee have constructed an elaborate ruse. They unearthed a nearby Uthgardt barrow mound and set it aflame. This plan was risky, since
that of a “fire witch,” frightening his family with the wild tale. By keeping their relatives ignorant and scared, Wiggan and Bertram feel they can maintain the ruse and more easily lure the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup As part of their assassination plot, Wiggan and Bertram Nettlebee have constructed an elaborate ruse. They unearthed a nearby Uthgardt barrow mound and set it aflame. This plan was risky, since
that of a “fire witch,” frightening his family with the wild tale. By keeping their relatives ignorant and scared, Wiggan and Bertram feel they can maintain the ruse and more easily lure the characters
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have
., 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have
., 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have
., 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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that






