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Returning 35 results for 'breathe bad diffusing continues roving'.
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Green Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2
recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Young Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
Creatures
1
Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling’s attempts to eat the eagle.
2
A pseudodragon who is
Orc
Legacy
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
-foot cube Gargantuan 20-foot cube A creature that needs to breathe will exhaust the air in its personal envelope in 1 minute. Since this is barely enough time to get anywhere, most creatures travel
is humid and smells bad. Any creature that breathes foul air becomes poisoned until it breathes fresh air again. The air aboard a ship with a normal crew complement degrades from fresh to foul on day
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Baba Lysaga, who had previously suspected that magic was the root of the vineyard’s health but knew nothing of its source. Even after this great discovery, Baba Lysaga continues to send her scarecrows
against the winery, antagonizing the wereravens like a bad neighbor. Five days ago, evil druids stole the third and final gem and bore it to Yester Hill (chapter 14). The wereravens launched a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Bad Data The modron leader X01 isn’t just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus during the last Great Modron March, but more so
risk! Advisement: full planar realignment! Highest alert!” The modron continues issuing such dire reports. As it does, wisps of green vapor leak from its mouth, eyes, and seams. Gradually this vapor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Aberrant Mind Tentacles, psychic powers, beings from beyond the stars—one person’s bad dream is another person’s good time.
Tasha
An alien influence has wrapped its tendrils around your mind
glistens with mucus or shines with an otherworldly light. You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of true faith. Ultimately, any deity from the Player’s Handbook or any other setting might find followers among the Domains of Dread. By the same token, the Dark Powers breathe life into the beliefs
between domains are essentially impossible. Rare individuals do travel between the domains, such as adventurers or roving Vistani families (detailed at the end of this chapter). Others who wish to travel
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up
, Giant
Challenge 3 (700 XP)
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.
Actions
Multiattack. The crab
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
bound to it. The shard has AC 17; HP 10; and Immunity to Piercing, Poison, Psychic, and Slashing damage. If an airship’s elemental core is broken, the ship ceases to move (though it continues to hover if
. These wind wards help provide a comfortable travel atmosphere aboard the ship. While the wind wards are active, creatures aboard the airship can breathe normally and the deck is free from winds. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water aren’t likely to survive for long. The stream runs underground for about 5 miles before emerging on a
salted meat gone bad, sacks of flour or grain covered in russet-colored mold, tuns of cider turned to vinegar.
Two open archways in the east wall lead to a similar room, and two more openings are dimly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
that Kopoha isn’t on the guest list. As Kopoha grows more insistent, winds carrying the scent of a thunderstorm rise around the pair. The argument continues until the characters intervene. Any
the characters convince Kopoha to leave the Yearning Timbers, they need someplace to take her; otherwise, she returns to arguing with Manalath. Kopoha’s Bad Day Kopoha recently endured a crushing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
target. Hit: 17 (2d12 + 4) slashing damage.
Grumink the Renegade Grumink is a dwarf gone bad. He is a chaotic evil gold dwarf assassin with dwarf racial traits. Bloodthirsty, callous, and mercenary
against a surprised creature is a critical hit.
Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Shark
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
along? I felt a little bad about taking advantage of the elf’s blindness and forcing him to leave behind some of his baggage, but it was the opportunity of a lifetime! I overheard it said by the
aching limbs and easing guilty conscience. When I could breathe again, I gasped. And that was how the elf discovered me. The blind elf, whose beloved treasures I’d displaced to take my journey, pulled me
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
likely to be coveted by evil wizards or to become the object of wrath for some dark force. The only enemies that a halfling village must watch for on an ongoing basis are roving bands of orcs or
. Halfling settlements survive wars because halflings are so irritating. Why conquer something you want nothing to do with?
Bad Apples Although most halflings are energetic and jovial, as with any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
redeeming quality the characters can appreciate—ideally a villain who isn’t preoccupied with killing or harming the characters. As your campaign continues, introduce new people and locations, and bring
more relaxed setting. Give the group space to breathe, note developments you want to highlight later, then continue with your adventures. Consider these ideas for a break episode. Bastions Episode. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
love, and go to war with each other. To join one is a mark of honor and continues a grand tradition that Luskar associate with democracy, self-determination, and individuality. Each Ship has its own
located. South of the Run are the slums, the “bad” area of town. Near the slums is the Captain’s Close, where the residences of High Captains Taerl and Suljack stand, but the area is otherwise quite poor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
while the characters traverse the tunnel. The tunnel continues for what feels like forever before the ceiling suddenly begins to rise. The walls frame an impossibly tall canyon that slowly widens, the
Intelligence (Investigation) or Wisdom (Perception) check to quickly assess Raah’s reading material determines that the ancient deep crow is highlighting everything, no matter how good or bad the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can challenge Captain Athgar. The (mostly) good members of the crew can handle the bad apples backing Athgar. Certainly, with such aid, the adventurers can handle the captain and his priest! Belle
the characters thereafter. As the battle continues, you can decide how the rest of the combat goes with regards to additional help. If the characters are winning handily, a few loyalists might escape
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
place for his experiments. Even as he works for the Six, Hoobur continues to make it look as if he works for Dran Enterprises. The leadership of the Six expects that attacks on two Acquisitions
floor is circular, as the square base cut into the promontory gives way to the upper levels of the tower. The stairway continues its upward spiral from this floor to another. Building implements, tools
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
as to make tears freeze in one’s eyes. There are yeti caves on the east side of the island. An abominable yeti called Korgrah lives among them. If shooed away, Söpo continues to follow the party but
characters damage any of them, two bad things happen. First, the Frostmaiden makes her presence known, manifesting nearby as a 7-foot-tall woman made of snow. She cries out, “Defilers!” and points a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
out that my avocados went bad. What a mess.”
–Digny Vots, Market Ward shopper
Market Ward Encounters d8 Encounter 1 A Transcendent Order instinct (see Morte’s Planar Parade) asks to spar with
immortal merchants make up the bank’s board of directors, who ensure the institution’s reach continues to widen. They seek power through profit, conquering worlds without armies of their own by
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned are tritons and, in addition to the statistics of a normal Returned sentry, each can breathe water and has a swim speed of 30 feet. Decades ago, anticipating Varyas’s mission, Phenax sent
. Callisos spends much time here, etching grimly poetic prayers to Athreos on the walls with ink and bone chisels. If called to battle by Antiophes, or if audible conflict continues in area 7 for more
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
, Yeemik tries to force them to pay a rich ransom for Sildar after they complete their part of the bargain. If the characters refuse to parley, Yeemik shoves Sildar over the edge and continues fighting
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
on a nugget of gold, that’s Yondalla turning bad luck into good. Arvoreen From time to time, halflings must fight to defend their friends or their village. In those moments, the tales of Arvoreen come
Brandobaris does: always on the lookout for the next challenge. Brandobaris continues to wander in search of excitement, and now, as an ascended being, his travels span the planes of existence. His






