Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before breathe divinity continues return'.
Other Suggestions:
before breathy divinity continue reborn
before bathe divinity continue reborn
before breathy divinity continued reborn
before bathe divinity continued reborn
before breath divinity continue return
Green Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe 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 + 2
recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Young Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Monsters
Mordenkainen's Fiendish Folio Volume 1
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack
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
understand them in return.
Innate Spellcasting. Kysh's spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
be on the front lines in this great conflict!
Ideal: “Giants are made for war—storm giants most of all!”
Bond: “Ostoria is gone, yet I long for the return of a mighty giant
Monsters
Curse of Strahd
strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
a return to the old ways.
Dreams of the Damned. Kasimir's sister, Patrina Velikovna, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
king. To her, a worthy leader values the truth, no matter how painful it is.
Ideal: “I want this conflict over with so that I can return to the quiet stillness of the ocean depths.”
Bond
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Battleaxe. Melee
means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
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
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
Monsters
Journeys through the Radiant Citadel
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
, the flora and fauna return to normal levels, and its river dries out over the course of 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Regional Effect Fade Days"} days. All other effects
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
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
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
visitors the vastness of my domain, so they appreciate how insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think
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
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
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
insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech&rdquo
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
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
Creatures
1
Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling’s attempts to eat the eagle.
2
A pseudodragon who is
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
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
notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech” and try to converse with them by humming
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara is obsessed enough to cast raise dead to restore them to life (assuming the character’s soul is willing to return). Captured characters are disarmed, their hands bound with spider-silk rope, and
before Ilvara has the opportunity to torture them or sell them into slavery in the City of Spiders. If they escape her clutches again, the drow priestess continues her pursuit until she is dead or the party leaves the Underdark (see chapter 7).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
, 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants. Kuo
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->Dragonlance: Shadow of the Dragon Queen
continues. “We just saw something come over the cliffs—a gods-cursed dragon skeleton! We’re retreating, and the Dragon Armies are following. We’ll keep them drawn out as long as we can. See if you can
can retreat safely, telling the characters she has a few tricks in store for their pursuers. Make it clear the characters don’t need to rush their exploration of the city to return to their allies.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
; instead of faces they bore only the Orzhov’s black sunburst symbol. Small, ugly, gray-skinned servant creatures attended to their black capes.
— Doug Beyer, Return to Ravnica: The Secretist
Wealth is
financial, with the two functions closely related. As Ravnica’s dominant church, the Orzhov continues to preach an oppressive message that equates sin with debt and promises forgiveness to those who
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
crew and passengers into the ocean. If he lacks clear targets for his Repulsion Breath, Skalanthas seeks to damage the ship; he avoids harming creatures whenever possible. Skalanthas continues his
maneuvers her ship into a fog bank and hides there until they return. As an Influence action, a character can try to convince Captain Orso to part with the coin-filled trunk by making a DC 20 Charisma
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
unexpectedly continues. “There is a harsh lesson you have yet to learn. When the mistakes of the past are forgotten, that dire past will return to haunt the present. Beware, mages, of the shadow that reaches
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
temple complexes. A temple is overcome when its prophet is defeated or the monsters in its shrine are eliminated.
After the characters defeat the first prophet, run “Dire Tidings” when they return to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Return to Phandalin Before the characters travel to any dungeons, they should return to Phandalin from Zorzula’s Rest. If they don’t immediately seek her out, the dwarven sage Gwyn Oresong invites
entrance was protected by a great seal or doorway and that only Dumathoin’s priests would know the secret to unlock it.”
Examining the map further, Gwyn points at Gibbet Crossing and continues: “Gibbet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
situation. 3 The characters reach a gate-town and find the last gate-town they visited in its place. To the inhabitants, everything is normal. After 1d4 days, the gate-towns return to their original
surroundings. The illusion continues for an hour before vanishing. 5 The characters find a field littered with thousands of dead sunflies. A character who succeeds on a DC 14 Intelligence (Arcana) check knows
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
understand them in return.
Innate Spellcasting. Kysh’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. 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 the gust of wind spell with this
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
replenish it. If any fish died, the deva uses raise dead spells to revive one fish per day for ten days. Once all is set right, the deva flies from the train and casts plane shift to return to Mount Celestia, taking the decanter with it.






