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Returning 35 results for 'breathe barriers diffusing constructed repelling'.
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Monsters
Strixhaven: A Curriculum of Chaos
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
, reach 30 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Repelling Burst", "rollDamageType":"force"} force damage. If the target is a Large or smaller
Monsters
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
origins. Additionally, you gain the following traits. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws
against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
fills the air as the sand falls causes choking. Unless it need not breathe, a creature in the dust must make a DC 13 Constitution saving throw at the start of its turn. On a failed save, the creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
fills the air as the sand falls causes choking. Unless it need not breathe, a creature in the dust must make a DC 13 Constitution saving throw at the start of its turn. On a failed save, the creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
fills the air as the sand falls causes choking. Unless it need not breathe, a creature in the dust must make a DC 13 Constitution saving throw at the start of its turn. On a failed save, the creature
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The professor makes two Repelling Burst attacks. It can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The professor makes two Repelling Burst attacks. It can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The professor makes two Repelling Burst attacks. It can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
for you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
for you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
for you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
encountered in the river have swimming speeds equal to their normal speeds and can breathe both air and water. Random Encounters. The Dunwater River Random Encounters table provides ideas for the sort of
. The Wild Flame Pact — an alliance struck between the elves, the kingdom of Keoland, and the treants of the region — commits all three groups to repelling the monsters that emerge from the forest. At
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
encountered in the river have swimming speeds equal to their normal speeds and can breathe both air and water. Random Encounters. The Dunwater River Random Encounters table provides ideas for the sort of
. The Wild Flame Pact — an alliance struck between the elves, the kingdom of Keoland, and the treants of the region — commits all three groups to repelling the monsters that emerge from the forest. At
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
encountered in the river have swimming speeds equal to their normal speeds and can breathe both air and water. Random Encounters. The Dunwater River Random Encounters table provides ideas for the sort of
. The Wild Flame Pact — an alliance struck between the elves, the kingdom of Keoland, and the treants of the region — commits all three groups to repelling the monsters that emerge from the forest. At
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that






