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Returning 35 results for 'bottom breathe diffusing curving roiling'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The morkoth can breathe air and water.Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Occluding Miasma This location is presented on map 8.6. Mike Schley Map 8.6: Occluding Miasma A roiling, roughly spherical, yellow-green cloud tumbles through the void.
The poisonous fog is a
about a foot long is the only thing on the nodule. The metal is bumpy on one side and smooth on the bottom, resembling an oversized human tongue (see below). If a character casts detect magic within 30
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
around this area are damp with moisture from the nearby stream. Read or paraphrase the following text as the characters near the curving passage, but before they reach the steps leading into the cavern
they can get paid twice. Sneaking. Because of the curving passage and steps, the characters can’t see the bandits, and the bandits can’t see them. If any characters want to move closer to hear, they
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Occluding Miasma This location is presented on map 8.6. Mike Schley Map 8.6: Occluding Miasma A roiling, roughly spherical, yellow-green cloud tumbles through the void.
The poisonous fog is a
about a foot long is the only thing on the nodule. The metal is bumpy on one side and smooth on the bottom, resembling an oversized human tongue (see below). If a character casts detect magic within 30
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Occluding Miasma This location is presented on map 8.6. Mike Schley Map 8.6: Occluding Miasma A roiling, roughly spherical, yellow-green cloud tumbles through the void.
The poisonous fog is a
about a foot long is the only thing on the nodule. The metal is bumpy on one side and smooth on the bottom, resembling an oversized human tongue (see below). If a character casts detect magic within 30
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
around this area are damp with moisture from the nearby stream. Read or paraphrase the following text as the characters near the curving passage, but before they reach the steps leading into the cavern
they can get paid twice. Sneaking. Because of the curving passage and steps, the characters can’t see the bandits, and the bandits can’t see them. If any characters want to move closer to hear, they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
around this area are damp with moisture from the nearby stream. Read or paraphrase the following text as the characters near the curving passage, but before they reach the steps leading into the cavern
they can get paid twice. Sneaking. Because of the curving passage and steps, the characters can’t see the bandits, and the bandits can’t see them. If any characters want to move closer to hear, they
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Storm Giant Giant of Seas and Skies Habitat: Coastal, Underwater; Treasure: Armaments Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Storm Giant Giant of Seas and Skies Habitat: Coastal, Underwater; Treasure: Armaments Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Storm Giant Giant of Seas and Skies Habitat: Coastal, Underwater; Treasure: Armaments Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is deposited at the bottom of the sinkhole, where hulking crabs pick through it for their storm giant masters. MAELSTROM: GENERAL FEATURES
Even though the storm giants stronghold Maelstrom lies deep
is tinted blue on the map. Submerged areas are tinted blue from wall to wall. Characters who can’t breathe underwater must hold their breath in a submerged area. While submerged, they are also
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is deposited at the bottom of the sinkhole, where hulking crabs pick through it for their storm giant masters. MAELSTROM: GENERAL FEATURES
Even though the storm giants stronghold Maelstrom lies deep
is tinted blue on the map. Submerged areas are tinted blue from wall to wall. Characters who can’t breathe underwater must hold their breath in a submerged area. While submerged, they are also
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is deposited at the bottom of the sinkhole, where hulking crabs pick through it for their storm giant masters. MAELSTROM: GENERAL FEATURES
Even though the storm giants stronghold Maelstrom lies deep
is tinted blue on the map. Submerged areas are tinted blue from wall to wall. Characters who can’t breathe underwater must hold their breath in a submerged area. While submerged, they are also






