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Returning 35 results for 'breath beings diffusing cautious reason'.
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beneath beings diffusing curious reasons
breadth beings diffusing cautious reason
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break beings diffusing curious reasons
breathe beings diffusing curious reasons
Monsters
Forgotten Realms: Adventures in Faerûn
"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 22
(4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon
Equipment
Combat
Utility
Whimsy
0
0
20
High up beyond the snowline is a stark realm where many magical beings reside. One of them is the legendary snow dragon, Nokumai, whose icy
breath is desired by all who deal in things of an arcane nature. It’s rumored that Nokumai’s Frozen Breath never thaws, and the great dragon only breathes once every thousand years, although no one living has actually seen Nokumai and the dragon may be long gone.
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Life of Seclusion
What was the reason for your isolation, and what
changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Hold Breath. The hunter can hold its breath for up to 10 minutes.
Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
monsters
attacks. It can replace one attack with a use of (A) Incandescent Breath or (B) Spellcasting to cast Color Spray.
Rend. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
":"damage", "rollAction":"Rend", "rollDamageType":"Radiant"} Radiant damage.
Incandescent Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Incandescent Breath
Monsters
Mythic Odysseys of Theros
":"slashing"} slashing damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Claws","rollDamageType":"necrotic"} necrotic damage.
Breath of Hopelessness (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Hopelessness"}. The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14
Monsters
Icewind Dale: Rime of the Frostmaiden
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
Monsters
Bigby Presents: Glory of the Giants
.
Erupting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Breath"}. The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must
make a DC 24 Dexterity saving throw. On a failed save, a creature takes 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Erupting Breath", "rollDamageType":"fire"} fire damage
Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Freezing Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Freezing Breath
", "rollType":"damage", "rollAction":"Freezing Breath", "rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as
Young Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
provoke retaliatory attacks from the creatures they steal from. It’s better to be cautious and overlooked than to be considered dangerous and a threat.
In a couple of situations, kobolds might
Monsters
Icewind Dale: Rime of the Frostmaiden
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is
Backgrounds
Sword Coast Adventurer's Guide
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Deep Dragon Wyrmling
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a
", "rollAction":"Nightmare Breath", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Desiccating Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
; Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren
, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
Backgrounds
Baldur’s Gate: Descent into Avernus
powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Monsters
Fizban's Treasury of Dragons
Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature
in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Debilitating Breath
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"thunder"} thunder damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating Breath
(4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Debilitating Breath", "rollDamageType":"thunder"} thunder damage and is incapacitated until the end of its next turn. On a successful
Monsters
Icewind Dale: Rime of the Frostmaiden
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Magic Items
Acquisitions Incorporated
finish a long rest.
Ways to Read the Kill
d6
Reading
1
Using a tiny bellows to pump one last breath into a corpse.
2
Reading the entrails with special reading-the-entrails
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
Monsters
Fizban's Treasury of Dragons
+8", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating
Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature
Ancient Deep Dragon
Legacy
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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.
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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->Icewind Dale: Rime of the Frostmaiden
should be at least 8th level when they embark on this journey. Lower-level characters can survive the Caves of Hunger if they’re cautious and rest often to regain their spent hit points and magic. The
, a dungeon that was sealed off by the Frostmaiden long ago—a network of sepulchral ice caves haunted by ravenous beings. These chambers must be successfully navigated to reach the Netherese city of Ythryn. After opening a fissure in the Reghed Glacier, a party of explorers prepares to head inside
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
should be at least 8th level when they embark on this journey. Lower-level characters can survive the Caves of Hunger if they’re cautious and rest often to regain their spent hit points and magic. The
, a dungeon that was sealed off by the Frostmaiden long ago—a network of sepulchral ice caves haunted by ravenous beings. These chambers must be successfully navigated to reach the Netherese city of Ythryn. After opening a fissure in the Reghed Glacier, a party of explorers prepares to head inside
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
should be at least 8th level when they embark on this journey. Lower-level characters can survive the Caves of Hunger if they’re cautious and rest often to regain their spent hit points and magic. The
, a dungeon that was sealed off by the Frostmaiden long ago—a network of sepulchral ice caves haunted by ravenous beings. These chambers must be successfully navigated to reach the Netherese city of Ythryn. After opening a fissure in the Reghed Glacier, a party of explorers prepares to head inside
Monsters
Fizban's Treasury of Dragons
damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 60-foot cone. Each
creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
Monsters
Fizban's Treasury of Dragons
"} slashing damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 90-foot cone. Each
creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
the flow of ki. All living beings are made up of two “lives,” physical and spiritual. When these aspects are in harmony, great power can be attained.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
the flow of ki. All living beings are made up of two “lives,” physical and spiritual. When these aspects are in harmony, great power can be attained.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Dark Powers Unfathomable, hidden forces manipulate life, death, and reality within Ravenloft. These mysterious, deathless beings are the architects of the Domains of Dread, and have secreted
villains to add to their terrifying menagerie. To what end, no one knows. The Dark Powers don’t move in the shadows of Ravenloft; they are the shadows. They’re the Mists and the darkness. They’re the reason
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
the flow of ki. All living beings are made up of two “lives,” physical and spiritual. When these aspects are in harmony, great power can be attained.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Dark Powers Unfathomable, hidden forces manipulate life, death, and reality within Ravenloft. These mysterious, deathless beings are the architects of the Domains of Dread, and have secreted
villains to add to their terrifying menagerie. To what end, no one knows. The Dark Powers don’t move in the shadows of Ravenloft; they are the shadows. They’re the Mists and the darkness. They’re the reason






