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Returning 35 results for 'breath before die cube ring'.
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Magic Items
Dungeon Master’s Guide
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
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.
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Monsters
Lost Laboratory of Kwalish
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
Ring of Mind Shielding
Legacy
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Magic Items
Basic Rules (2014)
you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
Essence of Ether (Inhaled)
Legacy
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Equipment
-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Malice (Inhaled)
Legacy
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Equipment
that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Burnt Othur Fumes (Inhaled)
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Equipment
powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Monsters
Princes of the Apocalypse
Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
points.
Special Equipment. Drannin wears a control amulet for his shield guardian and a ring of cold resistance. He also carries a potion of frost giant strength.Multiattack. Drannin makes three
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
Hydra
Legacy
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Monsters
Basic Rules (2014)
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded
, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of
Monsters
Vecna: Eve of Ruin
":"Claw", "rollDamageType":"slashing"} slashing damage.
Spiderling Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spiderling Breath"}. The spiderdragon exhales venomous
spiderlings in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Spiderling Breath
Monsters
Infernal Machine Rebuild
Special Equipment. Sir Ursas wears a ring of mind shielding and armor of fire resistance plate;plate armor of fire resistance.
Brave. Sir Ursas has advantage on saving throws against being frightened
.
Brute. A melee weapon deals one extra die of its damage when Sir Ursas hits with it (included in his attack).Multiattack. Sir Ursas makes three melee attacks or two ranged attacks.
Claw. Melee
Monsters
Tyranny of Dragons
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
Tales from the Yawning Portal
out of breath and can’t speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
Water Lash. The nereid causes a 5-foot cube of
spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
Speak with Animals. The nereid can comprehend and
Monsters
Tyranny of Dragons
Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack
"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
Locathah Rising
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
;{"diceNotation":"6d6","rollType":"roll","rollAction":"Balm of the Summer Court"} of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The
Monsters
Candlekeep Mysteries
DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon tortoise and knocked prone.
Sand Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Sand Breath
","rollAction":"Sand Breath","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.Ogruhl has been trapped here for millennia, restrained by magic chains
Spells
Elemental Evil Player's Companion
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren
.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Magic Items
Tomb of Annihilation
Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats
the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to
Monsters
Waterdeep: Dragon Heist
Special Equipment. Mirt wears bracers of defense and a ring of regeneration. He wields a longsword, +1 and a dagger, +1.
Brute. A melee weapon deals one extra die of its damage when Mirt hits with
Monsters
Fizban's Treasury of Dragons
knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two
":"poison"}.
Prismatic Breath (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Prismatic Breath"}. The dracohydra’s heads exhale a single breath of multicolored energy
Monsters
Icewind Dale: Rime of the Frostmaiden
Hold Breath. The Telepathic Pentacle can hold its breath for 1 hour.
Multiple Heads. The Telepathic Pentacle has five heads. While it has more than one head, the Telepathic Pentacle has advantage on
. If all its heads die, the Telepathic Pentacle dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn
Monsters
The Wild Beyond the Witchlight
-shaped amulet that has the properties of a ring of feather falling.Warhammer. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Warhammer"} to hit, reach 5 ft., one
, for when I die, Orcus will transform me into a vampire.”
Ideal. “Entropy is not simply the bane of existence. It’s the doom of the multiverse. My job is to speed it along.&rdquo
Moloch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Breath of Despair","rollDamageType
throw or be pulled up to 30 feet in a straight line toward Moloch.
Breath of Despair (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Despair"}. Moloch exhales in a
Monsters
Fizban's Treasury of Dragons
.
Noxious Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Noxious Breath"}. The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC
14 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Noxious Breath", "rollDamageType":"poison"} poison damage and
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
Monsters
Acquisitions Incorporated
or 2 on a damage die, he can reroll the die and must use the new roll.
Whip. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Whip"} to hit, reach 10 ft., one target
of his clan bear — a stylish tail that is rare and often considered a deformity among dragonborn.
As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 60-foot cone
. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6);{"diceNotation":"16d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison damage
Magic Items
Eberron: Rising from the Last War
move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30
attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 90--foot
cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison
Equipment
5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.






