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Returning 35 results for 'blade breathe diffusing completely refuse'.
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Monsters
Ghosts of Saltmarsh
Blood Frenzy. The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it
. The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws.
Wavecutter Blade. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
the rune is destroyed, the giant can inscribe a storm rune on another crystal ball in its possession when it finishes a short or long rest.Multiattack. The giant makes three Lightning Blade or
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
the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward
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
refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward, tending reefs and waters to ensure that they remain unspoiled
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
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
","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz
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
"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
buried by the rubble, taking another 7 (3d4) bludgeoning damage. If the saving throw fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can’t breathe until dug out
. Struggling out on one’s own requires 1 minute of effort and a successful DC 15 Strength (Athletics) check. The staircase is completely blocked and leads nowhere.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
buried by the rubble, taking another 7 (3d4) bludgeoning damage. If the saving throw fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can’t breathe until dug out
. Struggling out on one’s own requires 1 minute of effort and a successful DC 15 Strength (Athletics) check. The staircase is completely blocked and leads nowhere.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
buried by the rubble, taking another 7 (3d4) bludgeoning damage. If the saving throw fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can’t breathe until dug out
. Struggling out on one’s own requires 1 minute of effort and a successful DC 15 Strength (Athletics) check. The staircase is completely blocked and leads nowhere.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
doesn’t have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The blademaster can magically command
any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
doesn’t have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The blademaster can magically command
any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
doesn’t have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The
blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
druids count them all (even the violent ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The blademaster can magically command
any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws
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
)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the






