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Returning 35 results for 'before breathing diffusing contacted return'.
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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
breathing
Roleplaying Information
A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to
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
Storm King's Thunder
breathing
Roleplaying Information
Vaasha is a skilled hunter and tracker who doesn’t charge into danger without first assessing the risks. She’s not afraid to speak her mind, even to her
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
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
deep scion’s duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Grim Report When the characters return to Castle Kalaman, Marshal Vendri is in a meeting with the city’s newly elected leader, Governor Fuline Thren. However, the marshal has left standing orders to
welcomes the characters. Unless they recently contacted her via the sending spell or similar magic, she had thought they were lost. She’s eager to hear their private report on what happened in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
the course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to have that villain escape and return many
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->Monster Manual (2014)
poisonous fangs into their flesh. “If you destroy me, I will return, and everyone you care about will suffer for it.”
— Explictica Defilus, spirit naga
Spirit Naga
Large monstrosity, chaotic
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
normally. Sending Spells Inside Undermountain, Halaster can’t be contacted by means of sending spells. Any creature that tries to contact him with a sending spell is magically redirected to the Mad
Mage’s nothic secretary (see level 9, area 31). Each time it is contacted in this manner, the nothic replies with a string of expletives in Undercommon. Other things the nothic night say (in Undercommon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Yantha lied to Krimgol and told him the gem was worthless. She offered a lump of gold in exchange, whereupon Krimgol suspected treachery and demanded the gem’s immediate return. While Krimgol and
, which she, in her madness, mistook as a payment from the drow enclave to assassinate Lorthuun, a maimed beholder allied with the Zhentarim. Yantha’s theft of the gem led Krimgol to leave and return with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person
found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards are among her rescuers, she lets them copy spells from her spellbook (see “Treasure” below). Once restored to her right mind and borne safely to Waterdeep, Darribeth makes plans to return to
armor, magic missile, misty step, shield, suggestion, tongues, and water breathing. In addition to her spellbook, Darribeth carries a backpack missing a strap, within which she keeps material components
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
higher, use the creature’s bonus instead of Amble’s.
When Amble transforms, they assume the beast’s hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
weather (cast as 1 action), water breathing
Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering
kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rock crushing power of ice and glaciers. Crushing Wave cultists see all living creatures as nothing more than trapped water that could one day be free to return to the seas or skies in a new form. The
seas and deep waters are eager to reclaim the parts of themselves currently held in the blood and bodies of living creatures, and it is the duty of Crushing Wave initiates to return nonbelievers to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have decided not to return. There’s talk of hiring adventurers to slay Hoondarrh, but Hoondarrh’s hoard must be massive. If that’s not enough of a draw to dragon slayers, then there’s no amount of
from that bay, one even going straight up into the ceiling. Sometimes the tribute carriers can hear Hoondarrh’s breathing from one of the caves: great inhalations, exhalations, and deep rumbles of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that might help them corner the market on potions of water breathing. The terms of the deal are up to you, but it’s best to start small. Once per month, the lizardfolk can meet the adventurers or
the algae trade might fail to return from the Mere of Dead Men one day. The characters need to find out what happened if they want to keep employee morale from tanking — and to keep the business
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
animate statues return to their alcoves and deactivate. Ancient jade statues animate to defend the secret ruins beneath Yongjing S2: Hallway Alcoves A long hallway is roughly carved out of the
the ability to do this, upheaval is sure to follow. S4: Dragon Grotto As the characters approach this area, they hear the ragged breathing of a large creature. An enormous gold dragon lies coiled
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
decide how to handle the super-secret basement. If you have a sense that the characters will return to the lighthouse at some point to take on Hoobur, you can leave the areas beyond this one to be
(necrotic), a potion of water breathing, and a spell scroll of teleport on his person. (If Hoobur does a deal to have the characters clear out the super-secret dungeon, he offers the cloak and two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
out what’s happening. Meanwhile, Dartinal smokes a pipe in bed and waits for Dusk to return.
Fireplace. Resting on the fireplace mantel are a wedge of soap, a brush, a clay pipe, and an ivory tobacco
hear the sounds of heavy breathing coming from somewhere ahead.
Permanent minor illusion spells create the sounds of heavy breathing. These sounds originate in the two spaces marked T on map 6.2
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ounces of oil of slipperiness, three ounces of sovereign glue, three potions of water breathing, an immovable rod, a folding boat, a bag of holding containing several fishing nets and 500 feet of
them. More than a dozen corpses remain to be salvaged from the grotto, waiting for the undead to return. At dawn, Aaron went up and out to search for survivors. Finding none, he remained outside to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
developments. Regardless of what he is told, the king remains skeptical until he has had a chance to speak with his daughter, Serissa, and his brother, Uthor. He urges the characters to return to Maelstrom
level: counterspell, fly, lightning bolt, sending, water breathing
4th level: arcane eye, banishment, fire shield, ice storm, stoneskin
5th level: cone of cold, scrying, seeming, teleportation
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
will return to the unfathomable depths of the ocean and never bother humanity again. If the characters have put together a sense of the aboleth’s plots, Sgothgah admits that it is raising a kraken
pieces of jewelry worth a total of 1,530 gp, along with three potions of healing, four potions of greater healing, and six potions of water breathing. Also inside the hollow is an object sealed inside
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters still refuse, Captain Sartell makes good on her threat and boards the vessel herself in search of salvage. When she doesn’t return, Flapjack urges the party to go and find her, refusing to leave
compartment, but the flickering lights can’t reveal its source. You do, however, hear heavy breathing.
A quaggoth hides around the corner on the starboard side of the compartment, out of view of the doorway
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in the sky, playfully jousting and breathing lightning as they zoom around. They are flying over Ascore when the characters first lay eyes on the ruined city. After an hour of fun, the dragons return
ventures along the Sword Coast. For some time it was lost to the Zhentarim when the Netherese reappeared and reclaimed Anauroch, but with the second fall of Netheril and the magical return of the desert
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
giant strength, kept as a means of escape for someone accidentally entombed alive. 5. Cells The door to this area is locked. If the characters listen at it, they can hear ragged breathing. When they
half-elves return to Phandalin at a later date to give the party rare herbs worth 100 gp. Franchise Opportunity. If rescued and treated well, the Splintfig sisters might become franchise business
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
the civilized world and crushes the temples of the gods. In the dark age that results from the triumph of Olhydra, aboleths can return to their proper place as rulers of the world. If Gar Shatterkeel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
maintain an uneasy peace, although skirmishes occur. The troglodytes usually use the old orc tunnel (see area 21) to hunt on the surface and leave the orcs alone. In return, Great Ulfe’s followers rarely
target prone, then snaps at it with its powerful jaws to gulp it down. Treasure. The two chests contain a total of 2,200 sp. One holds a potion of climbing, and the other a potion of water breathing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are
quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
ritual that uses this area’s magic to return soul-bound undead characters to life. If she is allowed to do so, Phaia flees the Doomvault. Aura. A detect magic spell reveals an aura of necromancy on
, and a potion of water breathing. Glyph Key. Phaia has a glyph key attuned to this zone and the Temples of Oppression (in the Temples of Extraction sector). White Gates. The corridor that leads west
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
succeeds on a DC 15 Wisdom (Perception) check while searching the debris discovers five potions of water breathing and two spell scrolls of water walk. Glyph Key. Tanjus has a glyph key attuned to this zone
monsters attack any characters who return to this zone. White Gates. A white gate stands at the junction in the corridor to the south, which leads to the Augmentation Chambers and to the Blood Pools
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
out of Neverwinter safely. The whole affair should take a few hours, and then you can be on your way. You can get the goods to me when you return.”
Omin’s primary concern is to have Oppal’s
. Acolytes and workers freeze in terror when his labored breathing warns of his approach, because he rarely has a kind word to say. Liethennson longs to leave the city and join his fellow Oghma
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hang back and pelt the characters with arrows while Nartham and his bulette tear into the party. The hobgoblins are mercenaries, hoping to earn enough loot to return to their tribe and take it over
. Treasure An iron coffer under Yarsha’s bunk contains 210 sp, 140 ep, a pouch with six obsidian flakes worth 10 gp each, and a potion of water breathing. B7. Gatewarden’s Quarters This large suite consists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk commoners (see appendix C) fight only if they are cornered. Otherwise, they escape to the nearest barracks (area 9), whose occupants return to the kitchen in the shortest possible time. If the
they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as cultists, they can rest here for a time. If the characters don’t mimic the manner of the cult (levitating, meditating, or practicing breathing exercises), any cultists present begin to ask
must then perform a single task for the one who summoned him. Once that task is complete, Ahtayir is free to return to his estate on the Elemental Plane of Air and can’t be summoned again in this






