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Returning 35 results for 'breath beast diffusing current remain'.
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beneath beast diffusing current remain
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breathe beast diffusing current remain
Monsters
Monster Manual
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Spells
Player’s Handbook
Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"rend"}, reach 10 ft. Hit: 17 (2d10 + 6
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +12;{"diceNotation":"1d20+12
);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Monsters
Monster Manual
use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 17 (2d8 + 8
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +16;{"diceNotation":"1d20+16
);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Monsters
Monster Manual
use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17
(2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
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
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
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
Monsters
Thieves’ Gallery
: animal messenger, beast sense, speak with animals
2/day each: cure wounds, entangle, faerie fire, thunderwaveFiery Rebuke (3/Day). When Doric is damaged by a creature that she can see within 60 feet
Neverwinter targeted her woodland home for its resources, Doric rallied the resistance.FireChange Shape (5/Day). Doric magically transforms into a Beast with a challenge rating of 3 or less or into an
Giant Octopus
Legacy
This doesn't reflect the latest rules and lore.
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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
if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Monsters
Locathah Rising
unoccupied space they can see.Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with
visible outside it.
The sphere vanishes at the end of the rest or when Amble leaves the sphere.
Hold Breath. Amble can hold their breath for up to 1 hour at a time.
Spellcasting. Amble is a 12th-level
Awaken
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence
Octopus
Legacy
This doesn't reflect the latest rules and lore.
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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
cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
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
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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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:
Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
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
, you can choose to succeed instead.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental
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
Monsters
Fizban's Treasury of Dragons
Platinum Brilliance (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath
target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The
Monsters
Icewind Dale: Rime of the Frostmaiden
Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have
deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.
Although Isarr calls himself the Wolf King, few others in the
Monsters
Tomb of Annihilation
slots): detect thoughts, knock
3rd level (3 slots): clairvoyance, tongues
4th level (3 slots): dominate beast, stoneskin
5th level (3 slots): hold monster, telekinesis
6th level (1 slot): true seeing
":"bludgeoning"} bludgeoning damage when used with two hands.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapon"}. Zindar uses one of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hold Breath. The tortle can hold its breath for 1 hour.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 4 (1d4
from their native land without feeling homesick, often viewing their current companions as their family.






