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Returning 35 results for 'blade breathe diffusing consult reason'.
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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
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
backgrounds
Forgotten Realms: Heroes of Faerûn
you’re just good at getting the job done by any means necessary. Whatever your reason, you enlisted with the Zhentarim, the most notorious mercenary guild in the Realms. Though the Zhentarim&rsquo
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores
vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable
Monsters
Van Richten’s Guide to Ravenloft
target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
Monsters
Van Richten’s Guide to Ravenloft
"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
Monsters
Van Richten’s Guide to Ravenloft
, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends
in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
Monsters
Van Richten’s Guide to Ravenloft
. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
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
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
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->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->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
forge, to pump bellows, heft ingots, and carry barrels of quenching oil. The place is called the City of Blades, for good reason: the fine steel of the duergar is impressive, considering the quality of
the strength of his new blade. It broke, as I expected, but did the job well enough. The duergar didn’t seem to be angry that the apprentice lay dead at my feet, but it was only a short time
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
areas are dimly lit by crystal formations that give off a soft, violet glow. Random Encounters Check for random encounters once every 30 minutes. Roll a d20 and consult the following table to determine
DC 15 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone and buried. While buried in this way, the target is restrained and unable to breathe or stand up. A creature can
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
possession when it finishes a short or long rest.
Actions
Multiattack. The giant makes three Lightning Blade or Lightning Lance attacks.
Lightning Blade. Melee Weapon Attack: +15 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
contentment seep into the bones and souls of those who enter Elysium. The longer a visitor remains on the plane, the less reason they find to ever leave. An adventure in Elysium can challenge
-millennium task of forestalling a prophesied disaster, characters might consult with the valorous knight who accomplished the deed a thousand years ago.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
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
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell slot. Devil’s Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. Devouring Blade Prerequisite: Level 12
+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell slot. Devil’s Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. Devouring Blade Prerequisite: Level 12
+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
). Once you use this invocation, you can’t use it again until you finish a short or long rest. Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature Once per turn when you hit a creature with
this invocation, you can’t use it again until you finish a short or long rest. Gift of the Depths Prerequisite: 5th level You can breathe underwater, and you gain a swimming speed equal to your
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
such a momentous quest. Once characters enter the Underworld and attain their goal, they still face their most daunting challenge: escape. Consult the following “Paths of Escape” section for ideas on how the living might ultimately make their way back out of the Underworld.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorer, Dead Chult is strewn with the corpses and bones of those who have fallen victim to its terrors. When the characters discover one such victim, roll a d20 and consult the Dead Explorers table
the blade of a shortsword poking out its back. (If the frog is cut open, the partially digested body of a halfling is found inside.) 14 A tabaxi spread-eagled on the ground, but with its limbs and head
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
spell in chapter 3) or two asterisks (a spell in Xanathar’s Guide to Everything). Cantrips (0 Level) Acid splash
Booming blade *
Create bonfire **
Dancing lights
Fire bolt
Frostbite
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bleak stone fortress carved out of a gigantic, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
provide a satisfactory reason for their visit and subterfuge. The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
provide a satisfactory reason for their visit and subterfuge. The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
were in the illusion’s space. If the aboleth dies or moves its lair elsewhere, these effects end immediately. “The lies we call reason are fragile things, vulnerable and raw on the shores of eons. But
Speech; telepathy 120 ft.
CR 10 (XP 5,900, or 7,200 in lair; PB +4)
Traits
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
the necrotic damage, whether because of immunity or some other reason. Using 5-foot squares, does cloud of daggers affect a single square? Cloud of daggers (5 ft. cube) can affect more than one square
action, dispel magic can be cast in response to another spell being cast, yet dispel magic can’t substitute for counterspell. The main reason is that dispel magic removes a spell that is already on a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.
Limbs d4 Attack
1 Bone Blade. The horror’s limb
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, like those of the Daughters of Sora Kell, are shrouded in mystery. As described in Eberron: Rising from the Last War, the reason for Daask’s existence depends on the path you choose for the
the space of any creature that is of a larger size, but it can’t stop there.
Actions
Multiattack. The underboss makes three attacks, using Poisoned Blade or Arcane Firearm in any combination
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, except that it can breathe air and has a flying speed of 30 feet.
19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10
word stun
9th level: blade of disaster,* power word kill
*Described in this chapter.
Wizard Spells Characters who obtain The Codicil of White from Auril’s abode or The Incantations of Iriolarthas
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power. Aberrant
glistens with mucus or shines with an otherworldly light. You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
dragon spirits Sparkrender is trying to bind to himself, but their effects are unpredictable. Roll a d10 and consult the Dragon Spirits table to see what happens. Dragon Spirits d10 Effect 1–2
ways. Let the players try whatever they can imagine, using these ideas as examples: Manipulate the Effigies. A character might use an action to lift an effigy closer to the central sculpture, breathe a






