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Returning 35 results for 'breathe bards diffusing colors returner'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates mesmerizing colors and shapes
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +11
mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
Monsters
Quests from the Infinite Staircase
Amphibious. The froghemoth can breathe air and water.
Legendary Resistance (3/Day). If the froghemoth fails a saving throw, it can choose to succeed instead.
Shock Susceptibility. If the froghemoth
froghemoth’s unearthly presence, creating one or more of the following effects:
Alien Flora. Strange, invasive plants with bright colors and odd patterns sprout up around the lair.
Mutations
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
) Ring of telekinesis Ring Yes Robe of scintillating colors Wondrous item Yes Robe of stars Wondrous item Yes Rod of absorption Rod Yes Rod of alertness Rod Yes Rod of security Rod No Rod of the pact
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
) Ring of telekinesis Ring Yes Robe of scintillating colors Wondrous item Yes Robe of stars Wondrous item Yes Rod of absorption Rod Yes Rod of alertness Rod Yes Rod of security Rod No Rod of the pact
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
) Ring of telekinesis Ring Yes Robe of scintillating colors Wondrous item Yes Robe of stars Wondrous item Yes Rod of absorption Rod Yes Rod of alertness Rod Yes Rod of security Rod No Rod of the pact
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the bards (area 48), and Unkh’s robe of scintillating colors (area 55). If, in your estimation, a player did an extraordinary job roleplaying a trickster god’s flaw, the god’s spirit might reward
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the bards (area 48), and Unkh’s robe of scintillating colors (area 55). If, in your estimation, a player did an extraordinary job roleplaying a trickster god’s flaw, the god’s spirit might reward
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the bards (area 48), and Unkh’s robe of scintillating colors (area 55). If, in your estimation, a player did an extraordinary job roleplaying a trickster god’s flaw, the god’s spirit might reward
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the
marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4 days, reviving with all
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the
marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4 days, reviving with all






