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Returning 35 results for 'breathe badly diffusing contained roiling'.
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Classes
Xanathar's Guide to Everything
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Classes
Xanathar's Guide to Everything
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
young world of Theros was the godlike race of titans, born from the same swirling chaos as the world itself. Before any order could be imposed on the world, the titans had to be contained. Kruphix and
Kruphix and Klothys emerged from opposite sides of the roiling tangle of possibilities that eventually gave birth to Theros. At first the two battled for supremacy, but they soon realized their conflict
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
young world of Theros was the godlike race of titans, born from the same swirling chaos as the world itself. Before any order could be imposed on the world, the titans had to be contained. Kruphix and
Kruphix and Klothys emerged from opposite sides of the roiling tangle of possibilities that eventually gave birth to Theros. At first the two battled for supremacy, but they soon realized their conflict
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
young world of Theros was the godlike race of titans, born from the same swirling chaos as the world itself. Before any order could be imposed on the world, the titans had to be contained. Kruphix and
Kruphix and Klothys emerged from opposite sides of the roiling tangle of possibilities that eventually gave birth to Theros. At first the two battled for supremacy, but they soon realized their conflict
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
still breathe to survive). 3 You barely bleed, even when badly injured. 4 Your heart beats once per minute. This event sometimes surprises you. 5 You have trouble remembering that living creatures and
see it, because I think it’s a different beholder.
Shadow Sorcerer Quirks d6 Quirk 1 You are always icy cold to the touch. 2 When you are asleep, you don’t appear to breathe (though you must
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
still breathe to survive). 3 You barely bleed, even when badly injured. 4 Your heart beats once per minute. This event sometimes surprises you. 5 You have trouble remembering that living creatures and
see it, because I think it’s a different beholder.
Shadow Sorcerer Quirks d6 Quirk 1 You are always icy cold to the touch. 2 When you are asleep, you don’t appear to breathe (though you must
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
still breathe to survive). 3 You barely bleed, even when badly injured. 4 Your heart beats once per minute. This event sometimes surprises you. 5 You have trouble remembering that living creatures and
see it, because I think it’s a different beholder.
Shadow Sorcerer Quirks d6 Quirk 1 You are always icy cold to the touch. 2 When you are asleep, you don’t appear to breathe (though you must
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contained. 6 You were affected by teleportation magic. 7 You turned invisible for a time. 8 You identified an illusion for what it was. 9 You saw a creature being conjured by magic. 10 Your fortune was read
d12 War Outcome 1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle. 2–3 You were badly injured in the fight, and you still bear the awful scars of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contained. 6 You were affected by teleportation magic. 7 You turned invisible for a time. 8 You identified an illusion for what it was. 9 You saw a creature being conjured by magic. 10 Your fortune was read
d12 War Outcome 1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle. 2–3 You were badly injured in the fight, and you still bear the awful scars of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contained. 6 You were affected by teleportation magic. 7 You turned invisible for a time. 8 You identified an illusion for what it was. 9 You saw a creature being conjured by magic. 10 Your fortune was read
d12 War Outcome 1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle. 2–3 You were badly injured in the fight, and you still bear the awful scars of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leave this level of the dungeon, the cultists replace these guards with four Crushing Wave reavers from area C23. C10. Gargoyle Fountain This chamber has been badly damaged. Several collapsed columns
sculpture has been badly damaged — two of the merfolk are missing their arms, and the third is missing her head. Hallways lead north, south, and east from this chamber. A glimmer of torchlight comes from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leave this level of the dungeon, the cultists replace these guards with four Crushing Wave reavers from area C23. C10. Gargoyle Fountain This chamber has been badly damaged. Several collapsed columns
sculpture has been badly damaged — two of the merfolk are missing their arms, and the third is missing her head. Hallways lead north, south, and east from this chamber. A glimmer of torchlight comes from the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
fight goes badly for him, he surrenders. He offers his skeleton key and one piece of lore if he’s allowed to flee to the gatehouse. Curse of Fortune. High and low d20 results matter more in this area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
fight goes badly for him, he surrenders. He offers his skeleton key and one piece of lore if he’s allowed to flee to the gatehouse. Curse of Fortune. High and low d20 results matter more in this area
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leave this level of the dungeon, the cultists replace these guards with four Crushing Wave reavers from area C23. C10. Gargoyle Fountain This chamber has been badly damaged. Several collapsed columns
sculpture has been badly damaged — two of the merfolk are missing their arms, and the third is missing her head. Hallways lead north, south, and east from this chamber. A glimmer of torchlight comes from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
badly it appears as if it could collapse at any moment. Several buildings once stood outside the forge, but they’ve been reduced to their foundations.
The entrance gradually narrows to just 5 feet
even a mending spell can fix them. 8. Smoke-Filled Caverns The size and shape of this area are impossible to determine. Clouds of roiling smoke sting your eyes, and drifting embers burn your throat as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
fight goes badly for him, he surrenders. He offers his skeleton key and one piece of lore if he’s allowed to flee to the gatehouse. Curse of Fortune. High and low d20 results matter more in this area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
badly it appears as if it could collapse at any moment. Several buildings once stood outside the forge, but they’ve been reduced to their foundations.
The entrance gradually narrows to just 5 feet
even a mending spell can fix them. 8. Smoke-Filled Caverns The size and shape of this area are impossible to determine. Clouds of roiling smoke sting your eyes, and drifting embers burn your throat as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
badly it appears as if it could collapse at any moment. Several buildings once stood outside the forge, but they’ve been reduced to their foundations.
The entrance gradually narrows to just 5 feet
even a mending spell can fix them. 8. Smoke-Filled Caverns The size and shape of this area are impossible to determine. Clouds of roiling smoke sting your eyes, and drifting embers burn your throat as






