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Returning 35 results for 'breathe before deneith color reflects'.
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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
veneration are sometimes rewarded with power, to serve thereafter as kraken priests.
Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each
Magic Items
Icewind Dale: Rime of the Frostmaiden
-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are
determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook of Fisher’s Delight
d20
Fish Color
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
, ends the invisibility as a bonus action, or dies.
Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and
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
secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison&rdquo
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
gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant
Monsters
Journeys through the Radiant Citadel
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
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
effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons.
Variant: Grung Poison
A creature poisoned by a grung can suffer an
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust
than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. Zegana can breathe air and water.
Legendary Resistance (3/Day). If Zegana fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zegana has advantage on saving
slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
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
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
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
. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be surprised, as a result of
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
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
Magic Items
Tyranny of Dragons
Draconic. You also have advantage on any Charisma check you make against dragons that share the color of the mask from which these properties were chosen.
Legendary Resistance (5/Day). If you fail a
damage to a creature, it can’t take reactions until its next turn.
Water Breathing (Black Dragon Mask;Black or Green Dragon Mask Only). You can breathe underwater.
Winter’s Fury (White
races
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Elemental Evil Player's Companion
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
Large Fey, Any Alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
Large Fey, Any Alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
Large Fey, Any Alignment
Armor Class 14
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
; scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
color of the moon the mirror reflects. The text notes which ability checks, if any, are required to remove a moonlight mirror from where it is found.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The river passes underground between areas. A creature that can’t breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for
current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature’s turn. Light Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
color of the moon the mirror reflects. The text notes which ability checks, if any, are required to remove a moonlight mirror from where it is found.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
color of the moon the mirror reflects. The text notes which ability checks, if any, are required to remove a moonlight mirror from where it is found.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The river passes underground between areas. A creature that can’t breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for
current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature’s turn. Light Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The river passes underground between areas. A creature that can’t breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for
current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature’s turn. Light Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence. (For more information about color pools, see the Dungeon Master’s Guide.) Much in the way that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet. 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 gust of wind with it, and starting at
spellcasting ability for these spells. 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 can’t discern color in darkness
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence. (For more information about color pools, see the Dungeon Master’s Guide.) Much in the way that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet. 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 gust of wind with it, and starting at
spellcasting ability for these spells. 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 can’t discern color in darkness