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Returning 35 results for 'being breathe diffusing cosmic rush'.
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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
option can be used at a time and only at the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its
Monsters
Mythic Odysseys of Theros
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 against spells
interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
Monsters
Storm King's Thunder
Amphibious. Serissa can breathe air and water.
Equipment. As long as she has the Korolnor Scepter in her possession, she can activate the powers of the Wyrmskull Throne.Multiattack. Serissa makes
things right. She is hoping for a cosmic sign to validate her beliefs, but time is not on her side.Lightning, ThunderCold
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.Multiattack. The herald makes one Claw attack
: control water, control weather (as an action), sendingAncient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to
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: +9;{"diceNotation":"1d20+9", "rollType":"to hit
other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer
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
. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the
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
of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(8,400 XP) Proficiency Bonus +4
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.
Actions
the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(8,400 XP) Proficiency Bonus +4
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.
Actions
the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(8,400 XP) Proficiency Bonus +4
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.
Actions
the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Storm Herald Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Storm Herald Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Storm Herald Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rush into the corridor, hopefully burning the idiot who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rush into the corridor, hopefully burning the idiot who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rush into the corridor, hopefully burning the idiot who made the hole for 2 (1d4) fire damage). Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
I’Cath Domain Trapped in a Dream Darklord: Tsien Chiang Genres: Body horror and cosmic horror Hallmarks: Endlessly changing labyrinth, deadly jiangshi, inescapable dreamworld Mist Talismans: Scrap of
rush through their days, scavenging what they can in hopes of enduring the coming night. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
I’Cath Domain Trapped in a Dream Darklord: Tsien Chiang Genres: Body horror and cosmic horror Hallmarks: Endlessly changing labyrinth, deadly jiangshi, inescapable dreamworld Mist Talismans: Scrap of
rush through their days, scavenging what they can in hopes of enduring the coming night. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
I’Cath Domain Trapped in a Dream Darklord: Tsien Chiang Genres: Body horror and cosmic horror Hallmarks: Endlessly changing labyrinth, deadly jiangshi, inescapable dreamworld Mist Talismans: Scrap of
rush through their days, scavenging what they can in hopes of enduring the coming night. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have
feet, and you can breathe underwater. Oceanic Soul 6th-level Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have
feet, and you can breathe underwater. Oceanic Soul 6th-level Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
35. Xipe’s Audience Chamber (Zee-PAY) When the door comes open, a rush of warm, fetid air greets you. The room is lit with a sanguine glow. On the wall opposite the door are tacked several human
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
35. Xipe’s Audience Chamber (Zee-PAY) When the door comes open, a rush of warm, fetid air greets you. The room is lit with a sanguine glow. On the wall opposite the door are tacked several human
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have
feet, and you can breathe underwater. Oceanic Soul 6th-level Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
35. Xipe’s Audience Chamber (Zee-PAY) When the door comes open, a rush of warm, fetid air greets you. The room is lit with a sanguine glow. On the wall opposite the door are tacked several human
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it






