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Returning 35 results for 'breath branch diffusing container resolve'.
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Monsters
Spelljammer: Adventures in Space
.
Hold Breath. The plasmoid can hold its breath for 1 hour.Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of those attacks with a Javelin attack.
Pseudopod. Melee Weapon
Astral Plane and visit different worlds of the Material Plane. Such an explorer usually travels light, keeping its possessions in a backpack or similar container.
Plasmoids
Plasmoids are intelligent
Magic Items
Fizban's Treasury of Dragons
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
Dragon Vessel (Slumbering);Slumbering (Uncommon). As a bonus action, if the vessel is empty, you can
Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).
Dragon Vessel (Wakened);Wakened (Very Rare).In addition to the options for a
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Surtur. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the
.
Erupting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Breath"}. The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Thrym. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the
, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Freezing Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Freezing Breath
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
.
Zephyr Step. In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attack;opportunity attacks.Nafas is the breath of the multiverse, an
Equipment
rumors say the Ebon Syndicate still uses a milder version during interrogation.
Breath of Beleth (Inhaled). A creature who breathes and is in the same space as an open container of the substance must
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Potion of Fire Breath Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw
, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw
, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw
, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Potion of Fire Breath Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw
, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Fire Breath Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw
, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Fire Breath Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw
, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Potion of Fire Breath Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw
, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw
, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Fire Breath Potion, Uncommon After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw
, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
backpack or similar container. Plasmoid Explorer
Medium Ooze, Any Alignment
Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1
checks it makes to initiate or escape a grapple.
Hold Breath. The plasmoid can hold its breath for 1 hour.
Actions
Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
backpack or similar container. Plasmoid Explorer
Medium Ooze, Any Alignment
Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1
checks it makes to initiate or escape a grapple.
Hold Breath. The plasmoid can hold its breath for 1 hour.
Actions
Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
backpack or similar container. Plasmoid Explorer
Medium Ooze, Any Alignment
Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1
checks it makes to initiate or escape a grapple.
Hold Breath. The plasmoid can hold its breath for 1 hour.
Actions
Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
shades of gray. Hold Breath. You can hold your breath for 1 hour. Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
shades of gray. Hold Breath. You can hold your breath for 1 hour. Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
shades of gray. Hold Breath. You can hold your breath for 1 hour. Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road, pointed east, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently. The two
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road, pointed east, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently. The two
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road, pointed east, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently. The two
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon 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, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon 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, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon 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, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
legs dangling downward. (A note pressed between the body and the branch explains that the elf climbed the tree to get away from a prowling allosaurus and was too terrified to come down.) 19 The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
legs dangling downward. (A note pressed between the body and the branch explains that the elf climbed the tree to get away from a prowling allosaurus and was too terrified to come down.) 19 The






