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Returning 35 results for 'being breathe diffusing consort run'.
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Monsters
Journeys through the Radiant Citadel
Water Breathing. Nightsea chil-liren can breathe only underwater.Spear. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or
similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.
Monsters
Tales from the Yawning Portal
Amphibious. The dragon turtle can breathe air and water.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.
Chains. Magic infuses the chains, which are long
enough to allow the dragon turtle free run of the chamber. When the dragon turtle moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
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
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood.
Embodiment of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
), breathe life into them, and help steer the campaign through their characters’ actions, your role is to keep the players (and yourself) interested and immersed in the world you’ve created, and to let
their characters do awesome things. Knowing what your players enjoy most about the D&D game helps you create and run adventures that they will enjoy and remember. Once you know which of the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
), breathe life into them, and help steer the campaign through their characters’ actions, your role is to keep the players (and yourself) interested and immersed in the world you’ve created, and to let
their characters do awesome things. Knowing what your players enjoy most about the D&D game helps you create and run adventures that they will enjoy and remember. Once you know which of the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
), breathe life into them, and help steer the campaign through their characters’ actions, your role is to keep the players (and yourself) interested and immersed in the world you’ve created, and to let
their characters do awesome things. Knowing what your players enjoy most about the D&D game helps you create and run adventures that they will enjoy and remember. Once you know which of the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Know Your Players While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their actions, your role as Dungeon
and run adventures that they will enjoy and remember. Once you know which of the following activities each player in your group enjoys, you can tailor adventures to your players’ preferences. It’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Know Your Players While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their actions, your role as Dungeon
and run adventures that they will enjoy and remember. Once you know which of the following activities each player in your group enjoys, you can tailor adventures to your players’ preferences. It’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Know Your Players While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their actions, your role as Dungeon
and run adventures that they will enjoy and remember. Once you know which of the following activities each player in your group enjoys, you can tailor adventures to your players’ preferences. It’s
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Run the Encounter Let the players take the lead! They can try anything they can imagine. Encourage the players to tell you their ideas. Ask them to let you know what they are thinking, and then run
) Proficiency Bonus +2
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two Rend attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Linda Lithén
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Run the Encounter Let the players take the lead! They can try anything they can imagine. Encourage the players to tell you their ideas. Ask them to let you know what they are thinking, and then run
) Proficiency Bonus +2
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two Rend attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Linda Lithén
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Run the Encounter Let the players take the lead! They can try anything they can imagine. Encourage the players to tell you their ideas. Ask them to let you know what they are thinking, and then run
) Proficiency Bonus +2
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two Rend attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Linda Lithén
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as Nightsea chil-liren, the people of Janya look similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs. Nightsea chil
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as Nightsea chil-liren, the people of Janya look similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs. Nightsea chil
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as Nightsea chil-liren, the people of Janya look similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs. Nightsea chil
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
present. What I do now, this very moment, is all that matters.” Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?” Flaw. “Watching someone run widdershins makes me
Bavlorna is allergic to the sight of creatures running counterclockwise in circles, a motion known as “running widdershins.” Creatures that run widdershins within 10 feet of Bavlorna cause her to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
present. What I do now, this very moment, is all that matters.” Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?” Flaw. “Watching someone run widdershins makes me
Bavlorna is allergic to the sight of creatures running counterclockwise in circles, a motion known as “running widdershins.” Creatures that run widdershins within 10 feet of Bavlorna cause her to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
present. What I do now, this very moment, is all that matters.” Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?” Flaw. “Watching someone run widdershins makes me
Bavlorna is allergic to the sight of creatures running counterclockwise in circles, a motion known as “running widdershins.” Creatures that run widdershins within 10 feet of Bavlorna cause her to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to the Underworld’s borders. Though Athreos ferries the dead across the Tartyx, he’s not above accepting a one-way fare from those who still breathe. Even the other fearsome Underworld guardians that
through usual magical means. In such a case, consider allowing the player to run a temporary character who assists the party in the rescue or to play their own character as a soul and let them rejoin
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to the Underworld’s borders. Though Athreos ferries the dead across the Tartyx, he’s not above accepting a one-way fare from those who still breathe. Even the other fearsome Underworld guardians that
through usual magical means. In such a case, consider allowing the player to run a temporary character who assists the party in the rescue or to play their own character as a soul and let them rejoin
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to the Underworld’s borders. Though Athreos ferries the dead across the Tartyx, he’s not above accepting a one-way fare from those who still breathe. Even the other fearsome Underworld guardians that
through usual magical means. In such a case, consider allowing the player to run a temporary character who assists the party in the rescue or to play their own character as a soul and let them rejoin
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
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
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
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
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
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->Mythic Odysseys of Theros
. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run. Well suited to life
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run. Well suited to life
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run. Well suited to life
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Creature Encounters The sections that follow the table provide additional information to help you run each creature encounter. d12 Encounter 1 1 aquatic troll 2 2d4 darkmantles 3 1d4 + 2
aquatic troll swims up from the depths. It has the abilities of a normal troll, but can also breathe water and has a swimming speed of 30 feet. Darkmantles These creatures cling to the ceiling as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl
the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
bottom of the steps is slightly cloudy.
The corridor is filled with fear gas. Unless characters announce they are holding their breath before entering its 40-foot length, they will breathe in the gas
). False Ending. If this outcome doesn’t make the players suspicious enough to take another run through to check things out, put the adventure away for use when you have a different group (or the same ones






