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Returning 35 results for 'breath both diffusing chance received'.
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Dust Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blinding
Breath"}. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving
Smoke Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
","rollDamageType":"slashing"} slashing damage.
Cinder Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cinder Breath"}. The mephit exhales a 15-foot cone of smoldering ash. Each
":"1d100","rollType":"roll","rollAction":"Summon Mephits"} chance of summoning 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Mephits"} mephits of its kind. A summoned mephit appears in an
Steam Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10
Dexterity saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Steam Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful
Mud Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
"} bludgeoning damage.
Mud Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mud Breath"}. The mephit belches viscid mud onto one creature within 5 feet of it. If the target is
on a success.
Summon Mephits (1/Day). The mephit has a 25 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Mephits"} chance of summoning 1d4;{"diceNotation":"1d4","rollType
Ice Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage plus 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage.
Frost Breath (Recharge 6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Frost Breath"}. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw
Magma Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage plus 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Claws","rollDamageType":"fire"} fire damage.
Fire Breath
(Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
of the following breath weapons:
Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6
Adult Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
of the following breath weapons.
Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
Monsters
Waterdeep: Dungeon of the Mad Mage
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
of the following breath weapons.
Acid Breath. The dragon breathes acid in a 60-foot-long, 5-foot-wide line. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hold Breath. The tortle can hold its breath for 1 hour.Multiattack. The tortle makes four Claw attacks or two Nature’s Wrath attacks.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
DC 12):
At will: druidcraft, guidance
2/day each: cure wounds, hold person, speak with animals, thunderwaveMany tortles view the world as a place of wonder. They live for the chance to hear a soft
Monsters
Eberron: Rising from the Last War
effect on itself on a success.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in
that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison
Monsters
Fizban's Treasury of Dragons
3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
Monsters
Planescape: Adventures in the Multiverse
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Yugoloth"} chance of summoning its choice of 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Yugoloth (Mezzoloths
planes. It’s said the first demodands of Carceri were created by baernaloths.
Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Close to Home Vrakir has set his mind to conquering the characters’ homeland. The region’s brave defenders have rebuffed his army’s initial assaults, but they stand little chance of holding out once
Vrakir unleashes the fell power of the Book of Vile Darkness. Syr Isbeth, the human leader of the defense effort, received a missive from the arcanaloth Nebukath professing the arcanaloth’s sympathies
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Close to Home Vrakir has set his mind to conquering the characters’ homeland. The region’s brave defenders have rebuffed his army’s initial assaults, but they stand little chance of holding out once
Vrakir unleashes the fell power of the Book of Vile Darkness. Syr Isbeth, the human leader of the defense effort, received a missive from the arcanaloth Nebukath professing the arcanaloth’s sympathies
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Close to Home Vrakir has set his mind to conquering the characters’ homeland. The region’s brave defenders have rebuffed his army’s initial assaults, but they stand little chance of holding out once
Vrakir unleashes the fell power of the Book of Vile Darkness. Syr Isbeth, the human leader of the defense effort, received a missive from the arcanaloth Nebukath professing the arcanaloth’s sympathies
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->Keys from the Golden Vault
What Grinky Knows Adrisa gives the characters a chance to question Grinky. During this conversation, Grinky shares the following true information: Guildmaster Dusk. “Guildmaster Dusk leads the Agile
horseback or by mule-drawn cart. All supplies are received and inspected by Laris Drot, the stablemaster, at the livery stables.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
catching up to the dragon before it reaches Ten-Towns. The characters’ best chance of destroying the dragon is to pick a settlement and wait for the dragon there. If the characters saw Xardorok’s battle
plan in the previous chapter, they know the order in which the settlements of Ten-Towns will be attacked. The dragon’s preferred tactic is to strafe each settlement from the air, using its breath weapon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
What Grinky Knows Adrisa gives the characters a chance to question Grinky. During this conversation, Grinky shares the following true information: Guildmaster Dusk. “Guildmaster Dusk leads the Agile
horseback or by mule-drawn cart. All supplies are received and inspected by Laris Drot, the stablemaster, at the livery stables.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
catching up to the dragon before it reaches Ten-Towns. The characters’ best chance of destroying the dragon is to pick a settlement and wait for the dragon there. If the characters saw Xardorok’s battle
plan in the previous chapter, they know the order in which the settlements of Ten-Towns will be attacked. The dragon’s preferred tactic is to strafe each settlement from the air, using its breath weapon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
catching up to the dragon before it reaches Ten-Towns. The characters’ best chance of destroying the dragon is to pick a settlement and wait for the dragon there. If the characters saw Xardorok’s battle
plan in the previous chapter, they know the order in which the settlements of Ten-Towns will be attacked. The dragon’s preferred tactic is to strafe each settlement from the air, using its breath weapon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
What Grinky Knows Adrisa gives the characters a chance to question Grinky. During this conversation, Grinky shares the following true information: Guildmaster Dusk. “Guildmaster Dusk leads the Agile
horseback or by mule-drawn cart. All supplies are received and inspected by Laris Drot, the stablemaster, at the livery stables.”
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles view the world as a place of everyday wonder. They live for the chance to hear a
Perception 11
Languages Aquan, Common
Challenge 1/4 (50 XP)
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles view the world as a place of everyday wonder. They live for the chance to hear a
Perception 11
Languages Aquan, Common
Challenge 1/4 (50 XP)
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles view the world as a place of everyday wonder. They live for the chance to hear a
Perception 11
Languages Aquan, Common
Challenge 1/4 (50 XP)
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aquan, Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid Many tortles view the world as a place of wonder. They live for the chance to hear a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aquan, Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid Many tortles view the world as a place of wonder. They live for the chance to hear a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aquan, Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid Many tortles view the world as a place of wonder. They live for the chance to hear a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
attractions of the Sea Maidens Faire with the bizarre inventions of the temple — a plan that is well received. The evening before the Day of Wonders, workers begin assembling the wagons and floats of the
feather of diatryma summoning (see appendix A). For Jarlaxle, the parade is a chance to show off and be cheered; he has no ulterior motive for participating in the event. While the Boss Is Away As the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
, which is not subject to the mummy lord’s lair effects. When any water hits the pool, it spreads out and flares with a black light. Any character who received Ilda’s warning (or who remembers the






