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Returning 35 results for 'breath been diffusing concerns readily'.
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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
Fizban's Treasury of Dragons
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Breath Weapon
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
Monsters
Fizban's Treasury of Dragons
(2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14
Monsters
Fizban's Treasury of Dragons
+ 3);{"diceNotation":"1d12+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Steam Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
Monsters
Fizban's Treasury of Dragons
","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Steam Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
Backgrounds
Ghosts of Saltmarsh
your character.
D6
HARDSHIP
1
Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have
, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Monsters
Fizban's Treasury of Dragons
"} to hit, reach 5 ft., one target. Hit: 9 (1d8+5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Breath
Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90
Monsters
Fizban's Treasury of Dragons
.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a
uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons’ role as the world’s true protectors.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons’ role as the world’s true protectors.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons’ role as the world’s true protectors.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
who acts as a mayor for a small frontier town has the same kind of relationship with the populace as one who rules a continent-spanning nation. To Kugluk, the fiery breath of his “Great Uncle” is a
. One key to this devotion is the fact that a dragon’s power is more concrete than the power of most gods; the supernatural fear inspired by a dragon’s presence readily translates into reverence among
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
who acts as a mayor for a small frontier town has the same kind of relationship with the populace as one who rules a continent-spanning nation. To Kugluk, the fiery breath of his “Great Uncle” is a
. One key to this devotion is the fact that a dragon’s power is more concrete than the power of most gods; the supernatural fear inspired by a dragon’s presence readily translates into reverence among
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Breath feature, and replaces its Underwater Camouflage feature with the following feature: Camouflage. The octopus has advantage on Dexterity (Stealth) checks.
Mad Creature The party encounters a
of them (their concerns are with the Underdark, after all). If the characters seem intent on reaching the surface, a society member might suggest they look for a guide in one of the Underdark’s larger
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
who acts as a mayor for a small frontier town has the same kind of relationship with the populace as one who rules a continent-spanning nation. To Kugluk, the fiery breath of his “Great Uncle” is a
. One key to this devotion is the fact that a dragon’s power is more concrete than the power of most gods; the supernatural fear inspired by a dragon’s presence readily translates into reverence among
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Breath feature, and replaces its Underwater Camouflage feature with the following feature: Camouflage. The octopus has advantage on Dexterity (Stealth) checks.
Mad Creature The party encounters a
of them (their concerns are with the Underdark, after all). If the characters seem intent on reaching the surface, a society member might suggest they look for a guide in one of the Underdark’s larger
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Breath feature, and replaces its Underwater Camouflage feature with the following feature: Camouflage. The octopus has advantage on Dexterity (Stealth) checks.
Mad Creature The party encounters a
of them (their concerns are with the Underdark, after all). If the characters seem intent on reaching the surface, a society member might suggest they look for a guide in one of the Underdark’s larger
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
untroubled by the concerns of larger nations. They take great pride in their peaceful coexistence with the elves of Cormanthor, and in their ability to remain largely self-sufficient and autonomous even when
demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby orcs and goblins that are willing to treat with them peacefully. They aren’t fools, however, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
untroubled by the concerns of larger nations. They take great pride in their peaceful coexistence with the elves of Cormanthor, and in their ability to remain largely self-sufficient and autonomous even when
demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby orcs and goblins that are willing to treat with them peacefully. They aren’t fools, however, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
untroubled by the concerns of larger nations. They take great pride in their peaceful coexistence with the elves of Cormanthor, and in their ability to remain largely self-sufficient and autonomous even when
demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby orcs and goblins that are willing to treat with them peacefully. They aren’t fools, however, and






