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Returning 35 results for 'before breathe diffusing collect religion'.
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Monsters
Fizban's Treasury of Dragons
Amphibious. The sea serpent can breathe air and water.
Siege Monster. The sea serpent deals double damage to objects and structures.Multiattack. The sea serpent makes one Bite attack and one
crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors’ trinkets, and pirates’ booty.Cold
Monsters
Fizban's Treasury of Dragons
Amphibious. The sea serpent can breathe air and water.
Legendary Resistance (2/Day). If the sea serpent fails a saving throw, it can choose to succeed instead.
Siege Monster. The sea serpent deals
collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors’ trinkets, and pirates’ booty.Cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young Bronze Dragon Many young bronze dragons become experts in a type of problem, like driving off pirates or protecting communities from storms. Young bronze dragons collect friends with varied
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
Rend. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
11 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Skills Perception +6, Religion +3
Senses darkvision 120 ft., passive Perception 16
Languages Sahuagin
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft.; Passive
Perception 16
Languages Undercommon
CR 1 (XP 200; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Str 16 +3 +3
Dex 10 +0 +0
Con 14 +2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
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->D&D Beyond Basic Rules
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
, 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->Rise of Tiamat
.
STR
15 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
16 (+3)
CHA
7 (–2)
Saving Throws Str +4, Con +6
Skills Perception +5, Religion +2, Stealth +3
Senses passive Perception 15
Languages Common, Bullywug
Challenge 3 (700 XP)
Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day). Once per turn, when Pharblex hits with a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
.
STR
15 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
16 (+3)
CHA
7 (–2)
Saving Throws Str +4, Con +6
Skills Perception +5, Religion +2, Stealth +3
Senses passive Perception 15
Languages Common, Bullywug
Challenge 3 (700 XP)
Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day). Once per turn, when Pharblex hits with a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+1 +1
Dex 11 +0 +0
Con 12 +1 +1
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 13 +1 +1
Skills Perception +6, Religion +3
Resistances Acid
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
16 (+3)
CHA
7 (–2)
Saving Throws Str +4, Con +6
Skills Perception +5, Religion +2, Stealth +3
Senses passive Perception 15
Languages Common, Bullywug
Challenge 3 (700 XP)
Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes. Cursed by Ubtao. The aldani are the monstrous descendants of Chultan humans
, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)
Amphibious. The aldani can breathe air and water.
Actions
Multiattack. The aldani makes two
Compendium
- Sources->Dungeons & Dragons->Monster Manual
memories. They collect the histories and lore of those they live among, guarding cultures’ stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their
Str 19 +4 +4 Dex 18 +4 +8 Con 16 +3 +7 Ability Score Mod Save Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8
Skills Arcana +11, History +11, Religion +11
Immunities Poison; Charmed, Paralyzed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Romantic in-character dialogue Themes of mental and physical health involving the body and the mind Real-world religion and politics, or analogs of them Topics related to real-world social or cultural
seating? Do you have any other notes or concerns? Once you’ve completed this survey, distribute it to your players, give them a window of time to respond, then collect the results. Use this information to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by
darkvision 120 ft., passive Perception 11
Languages Aquan, Draconic
Challenge 17 (18,000 XP)
Amphibious. The dragon turtle can breathe air and water.
Actions
Multiattack. The dragon turtle makes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge
your being, shaping the power to your will. Then channel...
Aberrant Sorcery to use strange psionic magic.
Clockwork Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the magic of dragons.
Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
13 (+1)
WIS
16 (+3)
CHA
14 (+2)
Skills Perception +9, Religion +6
Senses darkvision 120 ft., passive Perception 19
Languages Undercommon
Challenge 6 (2,300 XP
)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
stave off otherworldly invasions, to protect the powerless from oppression, or to spread the teachings of your religion in a hostile land. Or perhaps you serve a corrupt hierarchy by making its
and permanently laying them to rest. 2 Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Poison; Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 2 (XP 450; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Languages Common, Draconic
CR 8 (XP 3,900; PB +3)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. No door remains unopened in my presence.
5 I let people underestimate me, revealing my full competency only to those close to me.
6 I compulsively seek to collect trophies of my travels and
immediately.
6 I’m a skeptic and don’t believe in the power of rituals, religion, superstition, or spirits.
7 I know my future is written and that anything I do will lead to a prophesied end
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, little one. Collect the shards from Talhundereth, the Crypt of the Talhund, and Gibbet Crossing, and bring them to us. You shall be reborn greater than you can imagine, and Phandalin shall become ours
Intelligence (Religion) check. On a successful check, the character realizes that the message’s tone as well as the means of communication are unlike any known divine tradition—this is some other kind
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
intricately carved wooden altar beyond the pool. Bak Mei has yet to collect the materials needed to craft the gloves of soul catching. The pages feature detailed illustrations of hands, showing how ki flows
)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws Str +5, Dex +9, Con +9, Int +6, Wis +8, Cha +8
Skills Acrobatics +9, Athletics +5, Medicine +8, Religion +6, Stealth +9
Damage Resistances
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some
languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the same winged serpent with its fanged mouth open. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the statues as depictions of Sseth, a yuan-ti deity. Flickering torches
seat of power, killing any who enter without permission. Torbit is an assassin, with these changes: Torbit is chaotic evil. He has these racial traits: He can breathe air and water. He speaks Bullywug
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a seed.” A character who succeeds on a DC 12 Intelligence (History or Religion) check recognizes these statues as devout figures from local legends who earned the favor of the gods. If Ollin is with
Izel’s plan to collect offerings and cast them into volcanoes across the region, waking dozens of other tlexolotls. It can also relate any other detail of the Izel’s plot from the adventure’s background
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the creation story, and crafting.
A cave-in completely blocks the west end of the chamber. At short intervals, small
digger completely, and the trapped character can’t breathe until dug out. Struggling out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Door. When the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Religion In many domains, locals maintain chilly relationships with aloof deities, knowing “the gods” only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
of true faith. Ultimately, any deity from the Player’s Handbook or any other setting might find followers among the Domains of Dread. By the same token, the Dark Powers breathe life into the beliefs
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+2
Con 16 +3 +3
Ability Score Mod Save
Int 18 +4 +4
Wis 18 +4 +4
Cha 18 +4 +4
Skills Arcana +12, History +12, Perception +8, Religion +12
Resistances
23 +6 +12
Cha 18 +4 +4
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore
) 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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
for conflict. They desire anything they don’t possess, have no scruples about taking what they crave, and endeavor to keep everything they collect. A morkoth spends its time watching over its
.
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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a semicircle behind Takhisis’s statue. A character who is a cleric of a depicted deity or who succeeds on a successful DC 12 Intelligence (Religion) check recognizes the deity’s statue. Creatures. The
S13 opens. If it is rotated to face any other direction, the statue’s heads animate and breathe flame. Each creature in the chamber must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
indebted to her, and she employs thugs and enforcers to collect on her loans. If those resources prove inadequate, Istrid can call on her old adventuring companions for assistance. Istrid Horn
Medium
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 8
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Perception 19
Languages —
Challenge 10 (5,900 XP)
Amphibious. The froghemoth can breathe air and water.
Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects
space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the






