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Returning 35 results for 'breath both defusing currents relatively'.
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breath both defying currents relatively
breathe both defusing currents relatively
beneath both defusing current relatively
breaks both defusing currents relatively
breadth both defusing currents relatively
Monsters
Fizban's Treasury of Dragons
sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.Fire
Monsters
Fizban's Treasury of Dragons
a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.Fire
Monsters
Spelljammer: Adventures in Space
":"1d6+5","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Photonic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic
Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 20-foot-radius sphere centered on that point. Each
Monsters
Spelljammer: Adventures in Space
+3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Photonic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath
creature in the sphere must make a DC 14 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Monsters
Spelljammer: Adventures in Space
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
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
Monsters
Spelljammer: Adventures in Space
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
":"12d10","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
. Once used, this property of the bident can’t be used again until the next dusk.
Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Deep Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Metallic Sentinels A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial
being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Metallic Sentinels A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial
being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Metallic Sentinels A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial
being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.
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
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->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
of rock. Plane of Air Adventures The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
of rock. Plane of Air Adventures The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
of rock. Plane of Air Adventures The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of
Monsters
Fizban's Treasury of Dragons
":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Debilitating Breath"}. The
);{"diceNotation":"8d10","rollType":"damage","rollAction":"Debilitating Breath","rollDamageType":"thunder"} thunder damage and is incapacitated until the end of its next turn. On a successful save, the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to exhale magical spores that instill fear and scar the mind. Deep dragons’ black-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to
relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to exhale magical spores that instill fear and scar the mind. Deep dragons’ black-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to
relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to exhale magical spores that instill fear and scar the mind. Deep dragons’ black-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to
relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
larder, as they have discovered that the dragon’s cold breath keeps their meat fresh.
Young White Dragon Connections d6 Connected Creatures
1 A young white dragon and a young remorhaz are
seek out new mineral veins for sustenance.
8 A clan of winged kobolds treat the air currents and ice slides of an adult white dragon’s lair as an obstacle course. The dragon enjoys devising
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
larder, as they have discovered that the dragon’s cold breath keeps their meat fresh.
Young White Dragon Connections d6 Connected Creatures
1 A young white dragon and a young remorhaz are
seek out new mineral veins for sustenance.
8 A clan of winged kobolds treat the air currents and ice slides of an adult white dragon’s lair as an obstacle course. The dragon enjoys devising
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
larder, as they have discovered that the dragon’s cold breath keeps their meat fresh.
Young White Dragon Connections d6 Connected Creatures
1 A young white dragon and a young remorhaz are
seek out new mineral veins for sustenance.
8 A clan of winged kobolds treat the air currents and ice slides of an adult white dragon’s lair as an obstacle course. The dragon enjoys devising






