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Returning 35 results for 'breath being diffusing carved reason'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Sleeping Dragon’s Wake
for the next 24 hours.
Breath Weapons (Recharge 5–6). Lhammaruntosz uses one of the following breath weapons.
Lightning Breath. Lhammaruntosz exhales lightning in a 90- foot line that is 5
feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10);{"diceNotation":"12d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
hit points or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 90
-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10);{"diceNotation":"9d10", "rollType":"damage", "rollAction":"Nightmare Breath
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 60-foot cone
. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Nightmare Breath
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need. What sort of place was your
monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way? Monasteries d6 Monastery 1 Your monastery is carved out of a mountainside, where
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, some members are highly respected while others are seen as dangerous for one reason or another. What is your relationship to the hierarchy you’re a part of? Is your entire order held in particularly
high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cities of stone and glass, carved paths through the wilderness, tamed the great lizards, worked mighty magics, shaped the world around them, and warred upon each other. Those were the Days of Thunder
reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
body. The bone-dry air makes each breath burn hot and taste of the baked earth.
Below you, about fifty feet away, a camel watches two desert nomads unearth a hulking stone golem half-buried in the
sand. Intent on their investigation of the golem, they don’t notice your arrival.
The two desert nomads (use the bandit stat block) and a camel they call Old Stink (for good reason) hail from a Bedine
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
while making comments such as “sleep tight” and “have a pleasant evening” followed by insults muttered under their breath about the characters’ mud-spattered clothing and low breeding. If characters
, I’m sure.” His snooty friends have a good chuckle over that. Spending this night in the wagons will be hard on the characters but will be misery for the unprotected horses and mules, and the only reason
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
while making comments such as “sleep tight” and “have a pleasant evening” followed by insults muttered under their breath about the characters’ mud-spattered clothing and low breeding. If characters
, I’m sure.” His snooty friends have a good chuckle over that. Spending this night in the wagons will be hard on the characters but will be misery for the unprotected horses and mules, and the only reason
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
meaningful to an entire culture In cases where the curse arises from a creature, such as a dying villain’s last breath, the pronouncement of the curse is clear. When there is no wronged party present to
lay the curse directly, the curse should be obvious in some way, such as a warning of dire consequences carved into the wall of an ancient crypt or relayed by a spell such as magic mouth.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
Breath, attacking with surprise if no one in the party noticed him. Characters not wearing the garlands are also exposed to the dragon’s Frightful Presence. Characters who fail their saving throws
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
her, and saw nothing but more of the strange pearly sky beneath her feet and all around her.
She drew in a sudden breath, surprised by the sight, and felt her lungs fill with something sweeter and
radiant, spinning coins. Creatures on the Astral Plane don’t age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caverns of a copper dragon’s lair might be carved out or expanded by the dragon’s powerful acid breath. Copper dragon burrows are often sinuous and winding, featuring twists, turns, and dead ends. Blank
View Player Version Copper Dragon Lair Features The copper dragon lair shown in map 5.6 is a network of tunnels and large chambers dug beneath dry, rocky hills. The dragon’s acid breath has left the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
Breath, attacking with surprise if no one in the party noticed him. Characters not wearing the garlands are also exposed to the dragon’s Frightful Presence. Characters who fail their saving throws
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a steep spiral staircase leading 20 feet downward. B2: Hall Upright slabs are set into the walls of this large burial chamber. Each slab is carved with the faded likeness of a different robed human
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
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->Waterdeep: Dungeon of the Mad Mage
40. Netherskull’s Chasm The death tyrant carved out this immense chasm using its Disintegration Ray, and Halaster added his own touches by flooding it with lava and confounding magical flight within
appendix A) and seven magma mephits frolic in this lava pool and watch for intruders in areas 18 and 21. If intruders are detected, the mephits incite the lava children into climbing up the walls to attack the new arrivals, while the mephits use their breath weapons and keep their distance.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. This key opens the locked gate at area 3B. 3B. Locked Gate Carved into the lintel above this locked gate is an inscription written in Old Omuan: “Kubazan urges us to tread without fear and to give back
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
nest can be seen above the water. Tortles have tried numerous times to plunder the wreck, to no avail. With her dying breath, the ship’s captain pledged her soul to Orcus and was transformed into a
can find an airtight stone sarcophagus carved in the likeness of a demon with folded wings. The sarcophagus weighs 2,000 pounds, and its lid has an arcane lock spell cast on it. Opening the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bleak stone fortress carved out of a gigantic, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nessian Wood from the east. Ancient Setessans carved an impenetrable fortress into the mountains to guard the pass. Bassara patrols from Setessa still check in on the fortress regularly, and they occupy
the fortress when there is reason to suspect danger from the east. More than once, though, patrols have reached the fort only to find something else has taken up residence, whether it be rowdy satyrs
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Approaching the Prison When the characters approach the prison, read the following text: Perched on a high cliff overlooking the Sea of Moving Ice is a bleak stone fortress carved from a gigantic
provide a satisfactory reason for their visit and subterfuge. The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon This bottle contains a breath of
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
existence, dwarves have carved out their strongholds underground for a variety of reasons. Their unmatched prowess in mining and stonework makes them ideal candidates to use the subterranean realm for
of art makes any stronghold a prime target for thieves and raiders. For that reason, the entrance to a stronghold doesn’t broadcast its presence by being a stellar example of dwarven stonework. The
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Approaching the Prison When the characters approach the prison, read the following text: Perched on a high cliff overlooking the Sea of Moving Ice is a bleak stone fortress carved from a gigantic
provide a satisfactory reason for their visit and subterfuge. The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Outpost The duergar outpost, a recent addition to the foothills north of Kelvin’s Cairn, was carved out of a hillside. Although the duergar are based mainly in Xardorok’s mountain
much larger fortress in the mountains. Xardorok is obsessed with chardalyn and is forging a dragon out of it.
The outpost was built close to Kelvin’s Cairn for a reason. Once Ten-Towns is destroyed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the piles around the room, instructs Obsidia and Rhodos (see area 13a) to do the same, and sets out to destroy the invaders. Attempting to reason with Speleosa while she’s hurling rocks is no
. Speleosa has gathered thirty amber gemstones (100 gp each). 13c. Treasure Alcove Niches have been carved into the walls of this deep alcove at a height of 15 feet. The stone giants keep their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and ceramic dragon statuettes, old storybooks, worthless but shiny costume jewelry, a pair of jade bookends carved to resemble yuan-ti abominations (250 gp for the pair), two random trinkets (roll twice
on the Trinkets table in chapter 5 of the Player’s Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
days before the actual meeting: trampled brush, broken or uprooted trees, gigantic boot prints, 3-foot-high runic trail markings carved into trees or etched onto boulders, and winter wolf droppings
there. Obviously, this is a very inefficient way to search an area as large and as dense as Chult, but Drufi has no better idea. Drufi has no reason to attack or kill the characters, should they meet
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
din of the tunnel, this chamber seems preternaturally silent—until you realize you are completely deafened in the presence of the fearsome Draakhorn. Carved from the massive horn of an ancient red
eldritch fire.
An air elemental sounds the horn with its endless breath, guarded by a stone golem. If the characters interfere with the horn or the air elemental, the golem and the elemental attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Regardless of the form the statue takes, its features are slightly deformed, as though carved by an inept sculptor. Phylactery. Embedded in the heart of the statue is a black sapphire the size of an
another dragon corpse and rise again. The gem is destroyed if subjected to the fiery breath of an ancient red or gold dragon; it is otherwise impervious to damage. The statue containing the gemstone






