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Returning 35 results for 'border breathe diffusing continues refine'.
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Green Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe 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 + 2
recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Young Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
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
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility
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
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
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
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
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
, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and power gives one a responsibility to those who have less
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
Creatures
1
Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling’s attempts to eat the eagle.
2
A pseudodragon who is
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
gnomes, and it continues to act on ancient instructions to prevent intruders from passing through.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
gnomes, and it continues to act on ancient instructions to prevent intruders from passing through.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
gnomes, and it continues to act on ancient instructions to prevent intruders from passing through.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
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
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
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
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
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->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
continues to be Arcane Armor until you don another suit of armor or you die. Armorers, a Drow Infiltrator and a Tiefling Guardian Armor Model 3rd-level Armorer feature You can customize your Arcane Armor
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
continues to be Arcane Armor until you don another suit of armor or you die. Armorers, a Drow Infiltrator and a Tiefling Guardian Armor Model 3rd-level Armorer feature You can customize your Arcane Armor
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
continues to be Arcane Armor until you don another suit of armor or you die. Armorers, a Drow Infiltrator and a Tiefling Guardian Armor Model 3rd-level Armorer feature You can customize your Arcane Armor
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
bound to it. The shard has AC 17; HP 10; and Immunity to Piercing, Poison, Psychic, and Slashing damage. If an airship’s elemental core is broken, the ship ceases to move (though it continues to hover if
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
bound to it. The shard has AC 17; HP 10; and Immunity to Piercing, Poison, Psychic, and Slashing damage. If an airship’s elemental core is broken, the ship ceases to move (though it continues to hover if
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
bound to it. The shard has AC 17; HP 10; and Immunity to Piercing, Poison, Psychic, and Slashing damage. If an airship’s elemental core is broken, the ship ceases to move (though it continues to hover if
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
redeeming quality the characters can appreciate—ideally a villain who isn’t preoccupied with killing or harming the characters. As your campaign continues, introduce new people and locations, and bring
more relaxed setting. Give the group space to breathe, note developments you want to highlight later, then continue with your adventures. Consider these ideas for a break episode. Bastions Episode. The






