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Returning 35 results for 'bow breath diffusing clouds rest'.
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Monsters
Monster Manual
"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Necrotic Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 22
(4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 11, each creature in a
15-foot Cone. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition
Monsters
Forgotten Realms: Adventures in Faerûn
"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Poison"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Nightmare
Monsters
Forgotten Realms: Adventures in Faerûn
"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Poison"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Nightmare Breath
Magic Items
Fizban's Treasury of Dragons
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack
roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
Monsters
Fizban's Treasury of Dragons
poison breath looks like billowing clouds of green gas, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s
Multiattack. The animated breath makes two Slam attacks.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 13 (2d8
Monsters
Fizban's Treasury of Dragons
poison breath looks like billowing clouds of green gas, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
Monsters
Dragons of Stormwreck Isle
","rollDamageType":"fire"} fire damage.
Scalding Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Scalding Breath"}. The fume drake exhales a 15-foot cone of scalding steam. Each
creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Scalding Breath","rollDamageType":"fire"} fire damage on a failed
Monsters
Fizban's Treasury of Dragons
breath looks like billowing clouds of green gas, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s animated
Multiattack. The animated breath makes two Slam attacks.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 13 (2d8
Monsters
Fizban's Treasury of Dragons
’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison breath looks like billowing clouds of green gas, while a white dragon’s animated
Fire Aura (Fire Form Only). At the start of each of the animated breath’s turns, each creature within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire
Monsters
Fizban's Treasury of Dragons
breath looks like billowing clouds of green gas, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s animated
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Oversized Longbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of
, ending the effect on itself on a success.Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
Monsters
Fizban's Treasury of Dragons
strongly resembles a fire elemental, while a black dragon’s is similar to a water elemental, but viscous and foul-looking. A green dragon’s animated poison breath looks like billowing clouds of
Chromatic Form. When created, the animated breath takes one of five forms, matching its creator’s breath weapon: Animated Breath (Acid Form);Acid, Animated Breath (Cold Form);Cold, Animated
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In a loose manner of speaking, the vampiric mist is the embodiment of
first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doomvault (Dead in Thay
Giant Octopus
Legacy
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Monsters
Basic Rules (2014)
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing
ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus
Octopus
Legacy
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Monsters
Basic Rules (2014)
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water
damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius
Magic Items
Tyranny of Dragons
points equal to half the lightning damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon
that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain
Magic Items
Tyranny of Dragons
.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of
Monsters
Bigby Presents: Glory of the Giants
creates gullies where its tail drags along the ground. Clouds often seem to gather around its head, which can reach as high as 150 feet off the ground.
Dinosaurs
When Annam’s children first
their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world.
Magic Items
Tyranny of Dragons
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
Monsters
The Book of Many Things
"} necrotic damage, and its Charisma score is reduced by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Drink Breath"}. This reduction lasts until the target finishes a short or long rest. If this
Incorporeal Movement. The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
Monsters
Princes of the Apocalypse
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
Hold Breath. The
initiate can hold its breath for 30 minutes.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are
Monsters
Dragons of Stormwreck Isle
target. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Breath Weapon"}. Runara uses one of the following breath weapons:
Lightning Breath. Runara exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must
Lizardfolk Shaman
Legacy
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Monsters
Monster Manual (2014)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up
Monsters
Tyranny of Dragons
Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a
":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Breath"}. Langdedrosa
Monsters
Mordenkainen Presents: Monsters of the Multiverse
billowing clouds of fog lurk vampiric mists, the wretched remnants of vampire;vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and
hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
Magic Items
Tyranny of Dragons
points equal to half the poison damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that
requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain
Monsters
Waterdeep: Dragon Heist
rest); each creature in the cone must make a DC 10 Dexterity saving throw, taking 2d6;{"diceNotation":"2d6","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"fire"} fire damage on a
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Breath Weapon. He can use his action to exhale a 15-foot cone of fire (but can't do this again until he finishes a short or long
Monsters
Tyranny of Dragons
Rejuvenation. If destroyed, the tile chimera regains all its hit points and becomes active again in 24 hours unless at least half its tiles are collected and kept separate from the rest of the
creature’s tiles.Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its
Monsters
Waterdeep: Dungeon of the Mad Mage
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
of the following breath weapons.
Acid Breath. The dragon breathes acid in a 60-foot-long, 5-foot-wide line. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
Monsters
Candlekeep Mysteries
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Breath Weapon (Recharges after a Short or Long Rest). Ram Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any
creature in the line must make a DC 11 Dexterity saving throw, taking 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"fire"} fire damage on a failed save, or






