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Returning 35 results for 'breathe bards diffusing charged respond'.
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Kraken
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Monsters
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Kraken's Lair
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical
a captain of the Watch; typically, they won’t be asked to respond to a situation if it’s not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical
a captain of the Watch; typically, they won’t be asked to respond to a situation if it’s not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical
a captain of the Watch; typically, they won’t be asked to respond to a situation if it’s not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal
in pounds = 90 + (2d4 × your size modifier) Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
fundamental character, and if the halflings are convinced of a creature’s good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
fundamental character, and if the halflings are convinced of a creature’s good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
fundamental character, and if the halflings are convinced of a creature’s good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-dead builder) is the only approach to the temple’s entrance. The skum lurking in the ship’s prow (area T3) keep an eye on the bridge and respond to any intruders. T2. Galley Pier The main deck of the
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
closet is a fully charged needler pistol and 1d4 concussion grenades. An unlocked safe on the closet floor contains twenty plastic-encased diamonds worth 100 gp each. S19b: Lounge. The commander’s
a bed. The skeleton clutches a robot controller. S21: Junk Pile A small pile of junk is heaped near this intersection. Amid the debris is a fully charged needler pistol. There’s nothing else of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
closet is a fully charged needler pistol and 1d4 concussion grenades. An unlocked safe on the closet floor contains twenty plastic-encased diamonds worth 100 gp each. S19b: Lounge. The commander’s
a bed. The skeleton clutches a robot controller. S21: Junk Pile A small pile of junk is heaped near this intersection. Amid the debris is a fully charged needler pistol. There’s nothing else of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
closet is a fully charged needler pistol and 1d4 concussion grenades. An unlocked safe on the closet floor contains twenty plastic-encased diamonds worth 100 gp each. S19b: Lounge. The commander’s
a bed. The skeleton clutches a robot controller. S21: Junk Pile A small pile of junk is heaped near this intersection. Amid the debris is a fully charged needler pistol. There’s nothing else of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-dead builder) is the only approach to the temple’s entrance. The skum lurking in the ship’s prow (area T3) keep an eye on the bridge and respond to any intruders. T2. Galley Pier The main deck of the
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-dead builder) is the only approach to the temple’s entrance. The skum lurking in the ship’s prow (area T3) keep an eye on the bridge and respond to any intruders. T2. Galley Pier The main deck of the
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and Deep Speech in addition to Gith. All three githyanki are on an extended expedition to hunt mind flayers. A tenuous trail of clues brought them to the Briny Maze, and they charged into the maze
connecting the magically charged rods in areas B7 or area B22. An open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. B14
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and Deep Speech in addition to Gith. All three githyanki are on an extended expedition to hunt mind flayers. A tenuous trail of clues brought them to the Briny Maze, and they charged into the maze
connecting the magically charged rods in areas B7 or area B22. An open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. B14
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and Deep Speech in addition to Gith. All three githyanki are on an extended expedition to hunt mind flayers. A tenuous trail of clues brought them to the Briny Maze, and they charged into the maze
connecting the magically charged rods in areas B7 or area B22. An open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. B14
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence
ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence
ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence
ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to
., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to
., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a






