Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bow breathing decide creatures release'.
Other Suggestions:
bow breaking decide creatures release
bow breathing device creatures release
bow breathing demise creatures release
bow breathing desire creatures release
bow breathing decides creatures release
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
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.
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
Spells
Player’s Handbook
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
Spells
Player’s Handbook
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Spells
Player’s Handbook
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
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
Magic Items
Netheril’s Fall
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10
-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain.
You decide a vortex's visual details when you create it. For instance, the vortex might be multicolored or glittery.
Monsters
Heroes of the Borderlands
":"Needle Sword", "rollDamageType":"Piercing"} Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Enchanting Bow"}, range 40/160 ft
wickedness of other creatures. Those that enter their realms with good intentions might be treated with tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders.
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
Spells
Forgotten Realms: Heroes of Faerûn
: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst
participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.
When the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.
Monsters
Storm King's Thunder
breathing
Thunderous Stomp (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Thunderous Stomp"}. The storm giant stomps the ground, triggering a thunderclap. All other creatures
range of 1,200 feet.Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp.Lightning, ThunderCold
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the
attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must
use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces
Magic Items
Mythic Odysseys of Theros
perform great deeds, put an end to foul creatures, or cast down the arrogant.
Bow of the Wild. This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons
Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to
magic-items
day as an Action, this item can be thrown into an unoccupied space up to 40 ft away and release a wave of healing energy. Creatures within a 30 ft radius Sphere from the point the Goose Egg Healing
Grenade lands regain 2d8 + 4 Hit Points, or 5d8 + 4 if they are within a 10 ft radius Sphere. The item’s magic heals up to six creatures at a time, starting with the creatures with the lowest Hit Points.
This item’s magic has no effect on undead creatures or constructs.
Hell Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
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
Empyrean
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
apparatus's hatch is closed, 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
the 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 either
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the
shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
magic-items
Points but is still alive, that creature is healed 1d4 + 1 Hit Points and the same amount is subtracted from the pool.
Prisoners of the Tree. The tree can hold up to four creatures (or their corpses) at a
time. A creature that is within 5 feet of a prisoner can attempt to free it from the tree by making a DC 20 Strength (Athletics) check. On a success, the prisoner is freed, and both creatures take
Monsters
Mythic Odysseys of Theros
been used as nimble scouts, always on alert for danger.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his
few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.
A few
Kraken Priest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentaclesThunderous Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch
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 in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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 next to nothing.
If the
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Monsters
Mythic Odysseys of Theros
the land while carrying or seeking vital information for their masters.The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal
creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
apparatus's hatch is closed, 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
the 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 either






