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Returning 35 results for 'breath both doesn current remain'.
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Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
Monsters
Monster Manual
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Fire"} Fire damage. Being underwater doesn’t grant Resistance to this Fire damage.
Tail. Melee Attack Roll
":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Steam Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8
Monsters
Monster Manual
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6
Monsters
Monster Manual
", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.Fire, Poison
":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Fire"} Fire damage.
Steam Breath (Recharge 6
Monsters
Monster Manual
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
", "rollAction":"Gibbering"} to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Spells
Player’s Handbook
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Spells
Player’s Handbook
form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game
Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left
Spells
Player’s Handbook
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
Monsters
Stranger Things: Welcome to the Hellfire Club
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6
Monsters
Forgotten Realms: Adventures in Faerûn
Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam Breath"}. Dexterity Saving Throw: DC 19, each creature and flammable object that isn’t being worn or
carried in a 60-foot Cone. Failure: 45 (7d12);{"diceNotation":"7d12", "rollType":"damage", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire damage, and the target starts burning. Success: Half
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
financial recompense. These cunning serial killers and mass murderers remain a step ahead of investigators, at least until the cultists’ zealous bloodlust overwhelms their senses.
Cultists
The
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC
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
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 11, each creature in a
15-foot Cone. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition
Monsters
Forgotten Realms: Adventures in Faerûn
"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Poison"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Nightmare Breath
Monsters
Forgotten Realms: Adventures in Faerûn
"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Poison"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Nightmare
Monsters
Forgotten Realms: Adventures in Faerûn
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
;ve outlived their usefulness. Manshoon doesn’t care who suffers so long he’s able to crush his many enemies and force his subjects into paranoid and eager obedience.
History
The
Magic Items
Princes of the Apocalypse
, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath
Giant Octopus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing
if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Octopus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water
cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Monsters
Dragons of Stormwreck Isle
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
"} bludgeoning damage.Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state
Magic Items
Tyranny of Dragons
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
, you can choose to succeed instead.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
Monsters
Fizban's Treasury of Dragons
0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
magic-items
the available options. If it doesn’t have a breath weapon, its fat has no effect
Fey
Poison
Fiend
Fire
Giant
Meta; the same as the damage type with which the giant is
Dragon
Meta; the same as the damage type of the dragon’s Breath Weapon. If a dragon possesses Breath Weapons that deal multiple damage types, the damage type is randomly determined from among