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Returning 35 results for 'breathe barrier diffusing convince repeat'.
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Spells
Player’s Handbook
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
Spells
Forgotten Realms: Heroes of Faerûn
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
different ones.
The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
Resilient Sphere
Legacy
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Spells
Basic Rules (2014)
for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to
Dust of Sneezing and Choking
Legacy
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Magic Items
Basic Rules (2014)
an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe
, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Otiluke's Resilient Sphere
Legacy
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Spells
Player’s Handbook (2014)
for the duration.Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is
Monsters
Infernal Machine Rebuild
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Chuul
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself
13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poison
Young Gold Dragon
Legacy
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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: +10;{"diceNotation":"1d20+10
creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Monsters
Tales from the Yawning Portal
Amphibious. The kelpie can breathe air and water.
Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its
maintains concentration, up to 10 minutes (as if concentrating on a spell).
The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and
Gold Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Ettercap (variant)
Legacy
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Monsters
Monster Manual (2014)
damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Web (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Sea Hag
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the
Aboleth
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee
. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the
Grung
Legacy
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Monsters
Volo's Guide to Monsters
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
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Kraken Priest
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest's spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Rod. Melee
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
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
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Sea Spawn
Legacy
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Monsters
Volo's Guide to Monsters
Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes three
damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
Grung Elite Warrior
Legacy
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Monsters
Volo's Guide to Monsters
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
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Sea Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a
Adult Gold 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
21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
Ancient Gold 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
on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The priest can breathe air and water.Multiattack. The priest makes two Thunderous Touch or Thunderbolt attacks.
Thunderous Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Wisdom saving throw or be frightened of the priest for 1 minute. A frightened target can repeat the saving throw at the end of each of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Monsters
Bigby Presents: Glory of the Giants
the mud hulk’s space and be engulfed by the mud hulk. While engulfed, the target can’t breathe, has the restrained condition, and takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage
target engulfed at a time. While a creature is engulfed, the mud hulk can’t use its Amorphous trait.
An engulfed target can repeat the saving throw at the end of each of its turns. On a
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The crab can breathe air and water.Multiattack. The crab makes two Claw attacks and one Stinger attack.
Claw. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
":"piercing"} piercing damage, and the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at
Monsters
Baldur’s Gate: Descent into Avernus
appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving
":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns
Monsters
Tales from the Yawning Portal
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee
. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth
Wastrilith
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
":"poison"} poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8);{"diceNotation":"4d8
Monsters
Tales from the Yawning Portal
Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
out of breath and can’t speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
Water Lash. The nereid causes a 5-foot cube of
Hydroloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Amphibious. The hydroloth can breathe air and water.
Innate Spellcasting. The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells
higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the






