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Returning 35 results for 'breathe being defusing current replacing'.
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breath being defusing current replacing
Monsters
Monster Manual
Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Attack Roll
while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
Water Breathing. The squid can breathe only underwater.Multiattack. The squid makes one Bite attack and one Tentacle attack.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Giant Octopus
Legacy
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Monsters
Basic Rules (2014)
. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3
if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Octopus
Legacy
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Monsters
Basic Rules (2014)
Breathing. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning
cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Monsters
Dragons of Stormwreck Isle
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
"} bludgeoning damage.Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state
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
":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.
Shell
Kraken
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
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
lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a DC 18
Monsters
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the
Monsters
Infernal Machine Rebuild
Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
lightly obscured;lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Magic Items
Tyranny of Dragons
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
Dragon Mask Only). While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
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
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
equipment
Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.
Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in
armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
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
point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Leaping Legs. With or
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
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
monsters
-rasque’s Necrotar Tongue, or by creatures that Ready an action for when the tar-rasque makes a Necrotar Tongue attack.
If the crystal is destroyed, the tar-rasque’s current hit points are
.
Primordial Awakening (Recharges after a Short or Long Rest). If the tar-rasque would be reduced to 0 hit points, its current hit point total instead resets to 262 hit points, it recharges its
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: +9;{"diceNotation":"1d20+9", "rollType":"to hit
the world during a rare celestial alignment.
8
An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed
monsters
-rasque’s Necrotar Tongue, or by creatures that Ready an action for when the tar-rasque makes a Necrotar Tongue attack.
If the crystal is destroyed, the tar-rasque’s current hit points are
.
Primordial Awakening (Recharges after a Short or Long Rest). If the tar-rasque would be reduced to 0 hit points, its current hit point total instead resets to 390 hit points and it recharges its
monsters
’s Necrotar Tongue, or by creatures that Ready an action for when the tar-rasque makes a Necrotar Tongue attack.
If the crystal is destroyed, the tar-rasque’s current hit points are
effects.
Primordial Awakening (Recharges after a Short or Long Rest). If the tar-rasque would be reduced to 0 hit points, its current hit point total instead resets to 155 hit points, it
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
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
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing
attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing
attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing
attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Physicality. You have advantage on Strength checks, and your carrying capacity is doubled. Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
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
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Physicality. You have advantage on Strength checks, and your carrying capacity is doubled. Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell