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Returning 35 results for 'breath before divinity composed remaining'.
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Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Magic Items
Dungeon Master’s Guide
This treatise, composed by Iggwilv the archmage, documents the Abyss;Abyss's layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Young White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra
);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold
Lizardfolk Shaman
Legacy
This doesn't reflect the latest rules and lore.
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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
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage.
Petrifying Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Breath"}. The golem emits a 60-foot cone of
petrifying gas from its mouth. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Petrifying Breath
Monsters
The Book of Many Things
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
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
Strixhaven: A Curriculum of Chaos
"} slashing damage. If the target is a Huge or smaller creature, it is knocked prone.
Battle Tide Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Battle Tide Breath
":"damage","rollAction":"Battle Tide Breath","rollDamageType":"force"} force damage and 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Battle Tide Breath","rollDamageType":"thunder
Monsters
Fizban's Treasury of Dragons
that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.
As a universal effect of their experimentation, grafters become
scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting
Ancient White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge
Adult White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5
Monsters
Fizban's Treasury of Dragons
providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds.
These creatures are most often found in abandoned dragon
their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon’s lust for treasure.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
perform extraordinary feats that come naturally to them (a beholder’s flight, a vampire’s charming gaze, a dragon’s breath weapon, and so forth). Creatures with the necessary talent and skill can also
goddess Mystra is the Weave. She is its keeper and tender, but all three times the goddess of magic has died or been separated from her divinity (twice as Mystra, and once as her predecessor, Mystryl
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dust Mephit Dust mephits are composed of air and fine earth. They are drawn to forsaken places, and they think everything associated with death is hilarious. Dust Mephit Small Elemental, Neutral Evil
originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.
Blinding Breath (Recharge 6
Monsters
Fizban's Treasury of Dragons
: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Magma Mephit Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and actions. Magma Mephit
: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
remaining loyal Children of Ankhtepot
4 A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False
5 A set of relics holy to the old gods of Har’Akir
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing
damage plus 2 (1d4) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage.
Vance Kovacs
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dust Mephit Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating. Dust Mephit
Small elemental, neutral evil
Armor Class 12
Hit Points 17 (5d6
is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Traits
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage.
Cold Breath (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Steam Mephit Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed
, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
Multiattack (MM , "Multiattack") states that this action can’t be used for opportunity attacks. An action, such as a breath weapon, that doesn’t include an attack roll is also not eligible. The bite
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard the Last Breath can see the invisible Second Wind or its crew, the characters can close the remaining distance and climb aboard the space galleon, becoming visible only after they leave the
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statistics of a yuan-ti pureblood with 2d20 hit points remaining. Hexacali, a spirit naga with 35 hit points, is trapped on the island and fights yuan-ti characters to the death. Yuan-ti characters who drop
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
together the dead conquered the souls of Har’Akir. The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair
. His sole remaining desire is to recover his lost ka, which he knows remains somewhere in Har’Akir. With it, he hopes to become mortal again, die, and face his original gods’ judgment once more. Whether this means peace or oblivion is meaningless to him. Ankhtepot seeks only an end.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting
into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Legendary Resistance (3/Day, or 4
(2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
10 (+0)
WIS
15 (+2)
CHA
8 (−1)
Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
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, +4 to hit with spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
against spells and other magical effects.
Magic Weapons. The nimblewright’s weapon attacks are magical.
Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit






