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Returning 35 results for 'breathe barriers diffusing channel repeats'.
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Monsters
Monster Manual
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself
repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.Poison
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Rend
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.
Rend. Melee Attack Roll: +10
", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Fire
Monsters
Monster Manual
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
classes
Player’s Handbook
Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
range of 1,200 feet.Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp.Lightning, ThunderCold
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Tyranny of Dragons
-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Channel Negative Energy
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Monsters
Candlekeep Mysteries
fungal servant that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the fungal servant’s next turn.
Channel Negative Energy (Costs
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Candlekeep Mysteries
magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin’s next turn.
Channel Negative Energy (Costs 2 Actions). Valin magically unleashes negative
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
Monsters
Waterdeep: Dungeon of the Mad Mage
-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The
affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 3 (700 XP; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Alexander Ostrowski
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 3 (700 XP; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Alexander Ostrowski
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The
affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The
affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 3 (700 XP; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Alexander Ostrowski
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bullywug Bog Sage Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants. Bullywug Bog Sage Medium Fey, Neutral
AC 16 Initiative +3 (13)
HP 52 (8d8 + 16)
Speed
breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Actions
Multiattack. The bullywug makes two Bog Staff
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bullywug Bog Sage Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants. Bullywug Bog Sage Medium Fey, Neutral
AC 16 Initiative +3 (13)
HP 52 (8d8 + 16)
Speed
breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Actions
Multiattack. The bullywug makes two Bog Staff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bullywug Bog Sage Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants. Bullywug Bog Sage Medium Fey, Neutral
AC 16 Initiative +3 (13)
HP 52 (8d8 + 16)
Speed
breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Actions
Multiattack. The bullywug makes two Bog Staff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be






