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Returning 35 results for 'boon breathing divine creatures remote'.
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Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Magic Items
Dungeon Master’s Guide
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
Magic Items
Dungeon Master’s Guide
minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar
Magic Items
Dungeon Master’s Guide
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.
Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number
Magic Items
Dungeon Master’s Guide
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
after you spend the requisite amount of time reading and studying the book.
Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Magic Items
Stranger Things: Welcome to the Hellfire Club
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.
Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Cunning Speaker
. You don't have Disadvantage on ability checks to influence Hostile creatures.
Gifted Interpreter. You understand the literal meaning of any language you hear or see signed, and you can understand the
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to
a maximum of 30.
Eye of the Storm. You have Resistance to Lightning and Thunder damage. While you are Bloodied, you have Immunity to Lightning and Thunder damage.
Storm's Strength. Creatures have Disadvantage on saving throws against your spells that deal Lightning or Thunder damage.
Monsters
Forgotten Realms: Adventures in Faerûn
moves, the Grappled target moves with it, costing it no extra movement. The spore can have one Large creature or up to nine Medium or smaller creatures Grappled at a time.A spore of Moander is a
rotting mass of vegetation infused with the divine power of Moander, dead god of corruption and decay. Spores arise on the Material Plane where Moander’s influence can still be felt: primordial swamps
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Eternal Rest. Creatures you
Monsters
The Wild Beyond the Witchlight
will-o’-wisp can’t wear or carry anything.
Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10
(as if concentrating on a spell).
Magic Boon (Recharges after a Long Rest). The will-o’-wisp grants a boon to one creature it can see within 5 feet of it that isn’t an Undead. The boon
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and
Worg
Legacy
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Monsters
Basic Rules (2014)
the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
must succeed on a DC 13 Strength saving throw or be knocked prone.A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 13):
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard's black tentacles
Voice of the Kraken (Recharges after a
Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
which the creature is covered by ectoplasm.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives
Monsters
Van Richten’s Guide to Ravenloft
Spectral Boon. It can move through creatures and objects as if they were difficult terrain, but it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Wraithlike","rollDamageType
":"force"} force damage if it ends its turn inside a creature or an object.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives
Monsters
Van Richten’s Guide to Ravenloft
Boon of Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be
frightened of the priest until the start of the creature’s next turn.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
treefolk can grapple up to six creatures this way.
Nightshade Bolt. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Nightshade Bolt"} to hit, range 60 ft., one
.
“Right now, you are a feeble stick, but I will help you grow some rings.”
—Borogrove, Tuinvale treefolk
Bludgeoning, PiercingFireOaken Boon. The treefolk blesses one creature other
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
mortal's associates find familiar tools and a heap of ashes.
Nymphs
Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with
Holy Aura
Legacy
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Spells
Basic Rules (2014)
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius
and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a
Monsters
Van Richten’s Guide to Ravenloft
Vampiric Boon. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by
10 feet.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it
Monsters
Van Richten’s Guide to Ravenloft
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new
boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body must be
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
Monsters
Van Richten’s Guide to Ravenloft
Deathly Boon. It can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons
of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points
Hell Hound
Legacy
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Monsters
Basic Rules (2014)
failed save, or half as much damage on a successful one.Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.Fire
Monsters
Storm King's Thunder
weather (cast as 1 action), water breathing
Shipboard Ballista. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Shipboard Ballista"} to hit, range 120/480 ft., one
action on his turn, Hekaton can shift his weight and cause any ship upon which he stands to heave to one side or the other. All other creatures standing on the ship must succeed on a DC 10 Dexterity
Empyrean
Legacy
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Monsters
Monster Manual (2014)
spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel
empyrean makes one attack.
Bolster. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they
Monsters
Dragons of Stormwreck Isle
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
"} bludgeoning damage.Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state
Giant Elk
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
Bag of Holding
Legacy
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Magic Items
Basic Rules (2014)
its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures
inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an






