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Returning 35 results for 'breathe before device command reveals'.
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Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Magic Items
Dungeon Master’s Guide
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
Magic Items
Dungeon Master’s Guide
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
Cap of Water Breathing
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Monsters
Candlekeep Mysteries
Amphibious. Zikran can breathe air and water.
Magic Resistance. Zikran has advantage on saving throws against spells and other magical effects.
Spellcasting. Zikran is an 18th-level
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Dust of Sneezing and Choking
Legacy
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Magic Items
Basic Rules (2014)
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use
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
Iron Flask
Legacy
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Magic Items
Basic Rules (2014)
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of
throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't
Sahuagin
Legacy
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Monsters
Basic Rules (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it needs
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The
Monsters
Princes of the Apocalypse
.
Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. Ghald can magically command any shark within 120
DC 15). Until the grapple ends, the target can’t breathe, and Ghald has advantage on attack rolls against it.
Magic Items
Fizban's Treasury of Dragons
, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed
Monsters
Storm King's Thunder
Amphibious. Uthor can breathe air and water.Multiattack. Imperator Uthor makes two trident attacks.
Trident of Fish Command. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The blademaster can breathe air and water, but it
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack
Monsters
Locathah Rising
Amphibious. Fhenimore can breathe air and water.
Blood Frenzy. Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Innate Spellcasting
spells, requiring no material components:
At will: command, create or destroy water3/day each: control water, darkness, water breathing, water walk1/day each: Evard's black tentacles, lightning
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
":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The champion can breathe air and water, but it needs
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The champion can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The coral smasher can breathe air and water, but
it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
Siege
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Monsters
Ghosts of Saltmarsh
made while submerged in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can
. The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water
, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy
Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack
Ring of Elemental Command
Legacy
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Magic Items
Basic Rules (2014)
charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In
, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command. You can expend 2 of the ring’s
Monsters
Locathah Rising
Amphibious. Whymsee can breathe air and water.Innate Spellcasting. Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Amphibious
"} to hit with spell attacks). She can innately cast the following spells, requiring no material components:At will: command, create or destroy water3/day each: control water, darkness, water
Bag of Tricks
Legacy
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Magic Items
Basic Rules (2014)
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action
, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
Spellcasting. The
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
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
save DC 13):
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard's black tentacles
Voice of the Kraken (Recharges after a
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The wave shaper can breathe air and water, but it
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.
Innate
Monsters
Storm King's Thunder
Amphibious. Serissa can breathe air and water.
Equipment. As long as she has the Korolnor Scepter in her possession, she can activate the powers of the Wyrmskull Throne.Multiattack. Serissa makes
claimed the scepter and the throne. Even with the throne’s magic at her command, she feels adrift. Serissa wants to reach out to the small folk for help in finding her father, because she knows that
Backgrounds
Baldur’s Gate: Descent into Avernus
, government institution, or — certainly — the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost
the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mabaran Resonator Storm Spire
This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2
miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
Master’s Call While this looks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
allows him to command the scaladar. He has put the constructs to work building a device he calls the Simulacrux. This device will, in theory, create a simulacrum of any scaladar that passes through






