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Returning 35 results for 'before breathing diffusing contacts remain'.
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Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Monsters
Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
people—as long as they remain unaware of my true nature.
Deep Dragon Ideals d6 Ideal
1 Understanding. True power comes from the ability to discern other creatures’ motivations better
command, dissonant whispers, faerie fire, water breathing
Ancient 19 command, dissonant whispers, faerie fire, passwall, water breathing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
, Marciano ordered everyone in Leilon Point to remain inside until further notice and wait for help to come from Leilon. Marciano describes the raiders as green-scaled monsters with finned heads. After
enter find the corpse of an elf priestess, Nava Wavecrash, lying in a pool of her own blood next to a stone altar. Characters who search Nava’s body find a potion of water breathing. WAIT IT OUT
The
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
or less, and can remain in this form for up to 6 hours. Amble’s equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their act of kindness that she offers them free room and board for as long as the inn remains standing. Urgala and Darribeth remain lifelong friends of the characters henceforth. Quasit Darribeth’s
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->Ghosts of Saltmarsh
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
, Gellan has cultivated relationships with a number of contacts among the Sea Princes. His ships move illicit goods, including slaves, between their realm and Keoland. Gellan takes care to keep this side
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
of the roof is gone from the belfry beneath the upthrust spire, but portions of the walls and their arched windows remain. A seaweed-tangled staircase descends deeper into the flooded tower.
Warded
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, but pockets of blue spellfire and the warping effects of planar energy can often still be seen in the area. The characters can make use of contacts from episode 3 to determine that agents of the Six
appeared recently in Neverwinter and were rumored to have been researching the magic of the Chasm. Tracking down any agents who remain might allow the characters to gain hints regarding the ritual’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pilgrims regard the Docents as sacred. Regardless of these facts, the veteran insists that these treasures rightfully belong to “living, breathing Cyrans.” If the characters agree to help the Turquoise
appendix A for both stat blocks). The blades fight until destroyed. They remain tight-lipped if captured, but if a character demands information and succeeds on a DC 15 Charisma (Intimidation) check
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Forge, which lies upon the bones of those unable to escape the collapse of bridges and walls. Other coils remain in place, and the furnaces to which they are linked burn as hot today as they did in
pulse like labored breathing. The Fiery Pit is the prison of the primordial known as Maegera, who slumbers fitfully in its depths. The only sign of the entity’s presence is a whirlpool of white-hot magma
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high and 15 feet wide, but Yan-C-Bin sometimes takes the shape of a gaunt, venerable, dark-skinned human with wispy white hair and glowing white eyes. When he wishes to remain unseen, Yan-C-Bin
.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Nadir, and it tries to keep at least three of the characters alive if it can. If the battle appears to be turning against the characters, Sgothgah contacts one of them telepathically (without identifying
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->Storm King's Thunder
incorporeal types such as wraiths, specters, and ghosts. These restless spirits seem content to remain in the forest and rarely trouble travelers who stay away from their territory. Waterdeep The City
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
insists the characters remain where they are while he fetches the bag.) Ylagan in Combat. If the characters say or do anything to suggest they intend to kill him or plunder his hoard, Ylagan uses his
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
few occupied tables remain here and there, along with a handful of exhausted waiters. 8. Kitchen Lots of clatter and yelling can be heard through the doors to this cabin, wherein hired cooks clash and
, Pow Ming is no saint. Her ultimate goal is to join the Arcane Brotherhood. In the meantime, she’s using Lord Drylund to meet rich, influential people who might have contacts within that organization
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that unlocks this door. T3: Gem Room This room contains open crates of gems sorted by color and type. Most are neatly faceted, though a few remain uncut.
Guards. This room is part of the guard rotation
fire, the other poison), and one potion of water breathing. The sheets of parchment in the barrels include spell scrolls for each of the following spells: charm person (2 scrolls), cure wounds (1
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->Ghosts of Saltmarsh
. One fights from the ground, while the other clings to the ceiling and attacks downward, enabling both Large creatures to remain in the fray. Ending Hostilities. Krell knows that the Emperor won’t stay
wooden box along the port wall. The box contains spell scrolls of gust of wind and protection from poison, a potion of heroism, a potion of water breathing, a cloak of protection, 507 gp, and 199 sp. 11
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
business with the captain of the ship that brought them here, or they might need time to gather belongings from their airship. If Hekaton and the characters remain in the vicinity of the Morkoth for more
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->Tales from the Yawning Portal->a2
southeast chamber, those in the other chamber hear the sounds of battle and rush to assist. The troglodytes in the southwest chamber remain there to protect the hatchlings; if the characters attack the
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






