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Returning 35 results for 'breath broken diffusing contacts rebuke'.
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Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
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
Phandelver and Below: The Shattered Obelisk
saving throw. On a failed save, a creature’s speed is reduced to 0 feet until the end of the oculorb’s next turn, and if the creature was concentrating, its concentration is broken.
Withering
takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.Obsessive Rebuke
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Invisibility"}. Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if
concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.Multiattack. The salamander makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
Ancient White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge
5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw
Adult White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw
Monsters
Baldur’s Gate: Descent into Avernus
, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing
Magic Weapons
cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working
Backgrounds
Guildmasters’ Guide to Ravnica
plants of all kinds, and am loath to harm them.
3
A healer nursed me to recovery from a mortal illness.
4
I’ll sing the invitation of Mat’Selesnya with my dying breath.
5
.
Contacts
The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other
Backgrounds
Guildmasters’ Guide to Ravnica
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
manipulated by people I find attractive.
6
I’m not actually all that angry.
Contacts
The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
pleasure.
Contacts
The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer
be broken, as are those who would forge them. (Chaotic)
3
Charity. I steal from the wealthy so that I can help people in need. (Good)
4
Greed. I will do whatever it takes to become wealthy
Backgrounds
Ghosts of Saltmarsh
.
4
I repair broken things to redeem what’s broken in myself.
5
I will craft a boat capable of sailing through the most dangerous of storms.
6
A kraken destroyed my masterpiece; its
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Backgrounds
Sword Coast Adventurer's Guide
. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both
Honor. I don’t steal from others in the trade. (Lawful)
2
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3
Charity. I steal from the wealthy so
Backgrounds
Baldur’s Gate: Descent into Avernus
spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the
Ideal
1
Honor. I don’t steal from others in the trade. (Lawful)
2
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3
Charity. I steal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
some land far away, or an as-yet-unknown location rumored to hide a fabulous treasure. Track the Broken Blade If the characters were sent to retrieve weapons for Baron Althon, they can bring him the +1
to collect the bounty for orcs they kill or capture. If the characters eliminate all the orcs in the stronghold, the mayor honors them with a celebration attended by the eminent citizens of the town. The characters have established valuable contacts who can aid them in their later endeavors.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
some land far away, or an as-yet-unknown location rumored to hide a fabulous treasure. Track the Broken Blade If the characters were sent to retrieve weapons for Baron Althon, they can bring him the +1
to collect the bounty for orcs they kill or capture. If the characters eliminate all the orcs in the stronghold, the mayor honors them with a celebration attended by the eminent citizens of the town. The characters have established valuable contacts who can aid them in their later endeavors.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft






