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Returning 35 results for 'breath blazing diffusing contingent resolve'.
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Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"rend"}, reach 10 ft. Hit: 17 (2d10 + 6
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Backgrounds
Ghosts of Saltmarsh
your character.
D6
HARDSHIP
1
Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have
innocent people are hurt.
6
I sometimes stay up all night listening to the ghosts of my fallen enemies.
Saltmarsh Ties
As a former member of Saltmarsh’s elite marine contingent
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution
Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution
Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution
Breath.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire
Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire
Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee
Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee
Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire
Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee
Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
storm!
Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
storm!
Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
storm!
Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
incinerated their barricades and then burned them out with her breath. The entire area from the bottom of the steps to the backs of the chambers is scorched and black. A dozen or more (it’s difficult to sort
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
incinerated their barricades and then burned them out with her breath. The entire area from the bottom of the steps to the backs of the chambers is scorched and black. A dozen or more (it’s difficult to sort
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
incinerated their barricades and then burned them out with her breath. The entire area from the bottom of the steps to the backs of the chambers is scorched and black. A dozen or more (it’s difficult to sort
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Harmonium. Residents of the Clerks’ Ward claim it’s the safest and most honest ward in Sigil. Conflict usually occurs on paper, and structured forums for debate allow folks to resolve disagreements
breath and clearly hiding something on their person, a teenage tiefling spy begs the characters to help them avoid two oncoming Harmonium peacekeepers (see Morte’s Planar Parade). 4 A drunk elf
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Harmonium. Residents of the Clerks’ Ward claim it’s the safest and most honest ward in Sigil. Conflict usually occurs on paper, and structured forums for debate allow folks to resolve disagreements
breath and clearly hiding something on their person, a teenage tiefling spy begs the characters to help them avoid two oncoming Harmonium peacekeepers (see Morte’s Planar Parade). 4 A drunk elf
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Harmonium. Residents of the Clerks’ Ward claim it’s the safest and most honest ward in Sigil. Conflict usually occurs on paper, and structured forums for debate allow folks to resolve disagreements
breath and clearly hiding something on their person, a teenage tiefling spy begs the characters to help them avoid two oncoming Harmonium peacekeepers (see Morte’s Planar Parade). 4 A drunk elf
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
Undercommon, and is blessed by Imix. The blessing grants the minotaur immunity to fire damage as well as the following additional action option: Burning Breath (Recharge 5–6). The minotaur exhales a cloud
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
)
WIS
10 (+0)
CHA
4 (−3)
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 0 (10 XP)
Hold Breath. Kingsport can hold its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
Undercommon, and is blessed by Imix. The blessing grants the minotaur immunity to fire damage as well as the following additional action option: Burning Breath (Recharge 5–6). The minotaur exhales a cloud
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
)
WIS
10 (+0)
CHA
4 (−3)
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 0 (10 XP)
Hold Breath. Kingsport can hold its
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
)
WIS
10 (+0)
CHA
4 (−3)
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 0 (10 XP)
Hold Breath. Kingsport can hold its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
Undercommon, and is blessed by Imix. The blessing grants the minotaur immunity to fire damage as well as the following additional action option: Burning Breath (Recharge 5–6). The minotaur exhales a cloud
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gallery (area G4). During the conversation, Lludd sizes up the party. If the characters appear wounded or offend the behir, he seizes his chance and unleashes his breath on them. Treasure. Inside Lludd’s
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gallery (area G4). During the conversation, Lludd sizes up the party. If the characters appear wounded or offend the behir, he seizes his chance and unleashes his breath on them. Treasure. Inside Lludd’s
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring






