Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breath being diffusing carved resides'.
Other Suggestions:
breathe being diffusing charged readies
breathe being diffusing charged relies
breath being diffusing called relies
breathe being diffusing carve readies
breathe being diffusing carve relies
Monsters
Stranger Things: Welcome to the Hellfire Club
(1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid
Breath"}. Dexterity Saving Throw: DC 13, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType
monsters
", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Fire Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 11
, each creature in a 15 ft Cone. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Create Gremlin (1
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.
Learn More
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
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->Infernal Machine Rebuild
28. Private Chapel The temple’s high priest resides in these small quarters, which contain a bed, personal effects, ceremonial robes, and religious instruments of office. A fireplace along the
northeast wall is carved to resemble a smaller version of the famed statue of Moloch. Alcoves The larger alcove to the south of this area holds a pile of sacred stones for the construction of a powerful
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
28. Private Chapel The temple’s high priest resides in these small quarters, which contain a bed, personal effects, ceremonial robes, and religious instruments of office. A fireplace along the
northeast wall is carved to resemble a smaller version of the famed statue of Moloch. Alcoves The larger alcove to the south of this area holds a pile of sacred stones for the construction of a powerful
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
28. Private Chapel The temple’s high priest resides in these small quarters, which contain a bed, personal effects, ceremonial robes, and religious instruments of office. A fireplace along the
northeast wall is carved to resemble a smaller version of the famed statue of Moloch. Alcoves The larger alcove to the south of this area holds a pile of sacred stones for the construction of a powerful
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This oddly circular chamber is forty feet in diameter one way and fifty feet in diameter the other. Other Features Statues, carved from a pure white marble
, struck through with veins of a strange blood-red stone, stand at the perimeter of this chamber. A massive humanoid figure, also carved from the strange marble, stands the center of the chamber, its arms
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This oddly circular chamber is forty feet in diameter one way and fifty feet in diameter the other. Other Features Statues, carved from a pure white marble
, struck through with veins of a strange blood-red stone, stand at the perimeter of this chamber. A massive humanoid figure, also carved from the strange marble, stands the center of the chamber, its arms
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This oddly circular chamber is forty feet in diameter one way and fifty feet in diameter the other. Other Features Statues, carved from a pure white marble
, struck through with veins of a strange blood-red stone, stand at the perimeter of this chamber. A massive humanoid figure, also carved from the strange marble, stands the center of the chamber, its arms
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->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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
Sample Keys 01–03 Carved wooden arch Bottle and Jug Ysgard Stein, war horn 04–06 Revolving door Face of Gith Limbo Melting ice, red slaad egg 07–09 Shattered window Nowhere Pandemonium Brick from an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
Sample Keys 01–03 Carved wooden arch Bottle and Jug Ysgard Stein, war horn 04–06 Revolving door Face of Gith Limbo Melting ice, red slaad egg 07–09 Shattered window Nowhere Pandemonium Brick from an
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
Sample Keys 01–03 Carved wooden arch Bottle and Jug Ysgard Stein, war horn 04–06 Revolving door Face of Gith Limbo Melting ice, red slaad egg 07–09 Shattered window Nowhere Pandemonium Brick from an
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->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->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->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->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->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->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
, 1,000 gp, 1,200 sp, and 1,800 cp. There are also ten large pearls (worth 50 gp each), and a pair of platinum chalices with intricately carved images of small fish swimming through a seaweed forest (worth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Carved into the lintel is a single word in the Dwarvish script.
The skulls and bones embedded in the doors belong to several young white dragons. Giants use the Dwarvish script as their written
language, and the Dwarvish word carved above the doors translates to “Grimskalle.” G2. Guard Room This long, rectangular room is strewn with pieces of rotting wood and rusted metal—the remnants of giant
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
, 1,000 gp, 1,200 sp, and 1,800 cp. There are also ten large pearls (worth 50 gp each), and a pair of platinum chalices with intricately carved images of small fish swimming through a seaweed forest (worth
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
, 1,000 gp, 1,200 sp, and 1,800 cp. There are also ten large pearls (worth 50 gp each), and a pair of platinum chalices with intricately carved images of small fish swimming through a seaweed forest (worth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Carved into the lintel is a single word in the Dwarvish script.
The skulls and bones embedded in the doors belong to several young white dragons. Giants use the Dwarvish script as their written
language, and the Dwarvish word carved above the doors translates to “Grimskalle.” G2. Guard Room This long, rectangular room is strewn with pieces of rotting wood and rusted metal—the remnants of giant
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->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->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->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->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






