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Returning 35 results for 'bless breathe diffusing charged resolve'.
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Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy 2/Day Each: Hold Person, TonguesAcid, ColdFiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water
with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Kraken
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Monsters
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Kraken's Lair
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
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Bless spell or Bardic Inspiration. Perhaps the ally prefers to use the Help action, and if a character’s ability check or attack succeeds with the ally’s help, the ally grants an additional benefit
, gather valuable loot or information, or resolve old problems the characters have forgotten about or left behind.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Bless spell or Bardic Inspiration. Perhaps the ally prefers to use the Help action, and if a character’s ability check or attack succeeds with the ally’s help, the ally grants an additional benefit
, gather valuable loot or information, or resolve old problems the characters have forgotten about or left behind.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Bless spell or Bardic Inspiration. Perhaps the ally prefers to use the Help action, and if a character’s ability check or attack succeeds with the ally’s help, the ally grants an additional benefit
, gather valuable loot or information, or resolve old problems the characters have forgotten about or left behind.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
angel, but her impetuous nature and love of battle led to her fall. In her previous life, she was charged with observing the battles on Avernus and tracking their progress. From this exposure, she
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
angel, but her impetuous nature and love of battle led to her fall. In her previous life, she was charged with observing the battles on Avernus and tracking their progress. From this exposure, she
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
angel, but her impetuous nature and love of battle led to her fall. In her previous life, she was charged with observing the battles on Avernus and tracking their progress. From this exposure, she
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, friends
2/day each: bless, command
and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes. The professors strive
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, friends
2/day each: bless, command
and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes. The professors strive
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, friends
2/day each: bless, command
and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes. The professors strive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can






