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Returning 35 results for 'breathe bards diffusing clouds relies'.
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Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker
whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The skyswimmer can breathe air and water.Multiattack. The skyswimmer makes three attacks: one with its bite and two with its slam.
Bite. Melee Weapon Attack: +11;{"diceNotation":"1d20+11
":"2d12+6","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica.
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury.Lightning, ThunderCold
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
plays with a pod of killer whale;killer whales, leaping into the air and blowing clouds of steam each time the whales breach.
Fire
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.
The choker (from Dead in Thay) is a malevolent, otherworldly creature that relies on stealth and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.
The choker (from Dead in Thay) is a malevolent, otherworldly creature that relies on stealth and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.
The choker (from Dead in Thay) is a malevolent, otherworldly creature that relies on stealth and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Skyswimmer Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica. Skyswimmer
Gargantuan
(+1)
CHA
6(−2)
Saving Throws Con +8
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 13 (10,000 XP)
Amphibious. The skyswimmer can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Skyswimmer Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica. Skyswimmer
Gargantuan
(+1)
CHA
6(−2)
Saving Throws Con +8
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 13 (10,000 XP)
Amphibious. The skyswimmer can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Skyswimmer Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica. Skyswimmer
Gargantuan
(+1)
CHA
6(−2)
Saving Throws Con +8
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 13 (10,000 XP)
Amphibious. The skyswimmer can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such
and add the number rolled to the check’s total. Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such
and add the number rolled to the check’s total. Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such
and add the number rolled to the check’s total. Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury. Storm Giant Tempest Caller Huge Giant (Sorcerer), Any Alignment
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury. Storm Giant Tempest Caller Huge Giant (Sorcerer), Any Alignment
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury. Storm Giant Tempest Caller Huge Giant (Sorcerer), Any Alignment
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape
clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. Marid Homes. Marids are rare on the Material Plane. They inhabit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape
clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. Marid Homes. Marids are rare on the Material Plane. They inhabit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape
clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. Marid Homes. Marids are rare on the Material Plane. They inhabit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
unaffected by this magical effect if it can’t see or if it relies on senses other than sight.
A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
unaffected by this magical effect if it can’t see or if it relies on senses other than sight.
A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
unaffected by this magical effect if it can’t see or if it relies on senses other than sight.
A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
churning cauldron of black clouds fills the sky as thunder peals and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)
Amphibious. The giant can breathe air and water.
Actions
of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
churning cauldron of black clouds fills the sky as thunder peals and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
seat of power, killing any who enter without permission. Torbit is an assassin, with these changes: Torbit is chaotic evil. He has these racial traits: He can breathe air and water. He speaks Bullywug
abominations. These temple guardians attack any creature that is not a yuan-ti. When reduced to 0 hit points, they revert to clouds of green mist and disappear without a trace. If the yuan-ti abominations are not killed, they rid the temple of enemies and turn it into their lair.






