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Returning 31 results for 'breath blocking diffusing contingent replica'.
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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->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
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->Vecna: Eve of Ruin
it A Necklace of Adaptation bearing the inscription “My breath is yours, Kevetta—take it” A book titled Out of the Endless Prison, outlining methods of escaping the prison-plane of Carceri, worth 500
gp to a planar scholar (such as Eldon, who promises to buy the book once returned to Neverwinter) A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp B5: Puzzle Door
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it A Necklace of Adaptation bearing the inscription “My breath is yours, Kevetta—take it” A book titled Out of the Endless Prison, outlining methods of escaping the prison-plane of Carceri, worth 500
gp to a planar scholar (such as Eldon, who promises to buy the book once returned to Neverwinter) A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp B5: Puzzle Door
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it A Necklace of Adaptation bearing the inscription “My breath is yours, Kevetta—take it” A book titled Out of the Endless Prison, outlining methods of escaping the prison-plane of Carceri, worth 500
gp to a planar scholar (such as Eldon, who promises to buy the book once returned to Neverwinter) A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp B5: Puzzle Door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frozen next to the treasure pile is a crag cat (see appendix C) that was killed by Arveiaturace’s breath weapon and placed here as a trophy. Treasure. Arveiaturace’s treasure pile is buried under four
thick, translucent layers of ice produced by the dragon’s cold breath. It doesn’t represent Arveiaturace’s entire hoard, merely the small portion she chose to bring aboard the Dark Duchess. Characters can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frozen next to the treasure pile is a crag cat (see appendix C) that was killed by Arveiaturace’s breath weapon and placed here as a trophy. Treasure. Arveiaturace’s treasure pile is buried under four
thick, translucent layers of ice produced by the dragon’s cold breath. It doesn’t represent Arveiaturace’s entire hoard, merely the small portion she chose to bring aboard the Dark Duchess. Characters can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frozen next to the treasure pile is a crag cat (see appendix C) that was killed by Arveiaturace’s breath weapon and placed here as a trophy. Treasure. Arveiaturace’s treasure pile is buried under four
thick, translucent layers of ice produced by the dragon’s cold breath. It doesn’t represent Arveiaturace’s entire hoard, merely the small portion she chose to bring aboard the Dark Duchess. Characters can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
, to reunite her with her husband.
I held her hands as the breath left her, and I felt a horrible chill pass through her. Next I knew, she was sinking her teeth into my neck. At the same moment, I
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
, to reunite her with her husband.
I held her hands as the breath left her, and I felt a horrible chill pass through her. Next I knew, she was sinking her teeth into my neck. At the same moment, I
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
, to reunite her with her husband.
I held her hands as the breath left her, and I felt a horrible chill pass through her. Next I knew, she was sinking her teeth into my neck. At the same moment, I
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
)
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
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
)
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
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
)
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
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
L18). 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 stomach is
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
L18). 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 stomach is
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
L18). 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 stomach is
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel






