Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breathe being devoted continues roiling'.
Other Suggestions:
breath being devoted continues rolling
breath being devoted continues rooting
breath being devoted continue rolling
breath being devoted continue roaming
breath being devoted continue rooting
Green Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe 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 + 2
recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Young Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Monsters
Mythic Odysseys of Theros
, their minds filled with tales of how life's splendor continues to develop.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these
metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars
Monsters
Mythic Odysseys of Theros
Amphibious. The triton can breathe air and water.
Innate Spellcasting. The triton’s spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit
.
Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.Multiattack. The herald makes one Claw attack
other storm giants to its master’s service, while others gather devoted cults of lesser creatures to serve the monsters of the deep.Lightning, ThunderCold, Psychic
monsters
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
’argon has Disadvantage on Strength checks made using its tentacles.
Devoted Priests. Only the greatest spiritual leaders of the sahuagin are nominated for the ritual that produces a Claw of Sha
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
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
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
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
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
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
swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon
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
Creatures
1
Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling’s attempts to eat the eagle.
2
A pseudodragon who is
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
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
adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
A cult devoted to a Great Old One of the Far Realm
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
breathe only underwater.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
capture in the Mournland. 2 The leader of a cult devoted to Belashyrra, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult. 3 A
undead army from the corpses in the Mournland. 5 A rakshasa works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland. 6 A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
capture in the Mournland. 2 The leader of a cult devoted to Belashyrra, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult. 3 A
undead army from the corpses in the Mournland. 5 A rakshasa works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland. 6 A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing the Cassalanters Lord and Lady Cassalanter are formidable spellcasters and devoted to one another. If one is assailed within Cassalanter Villa, the other arrives as quickly as possible. A
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing the Cassalanters Lord and Lady Cassalanter are formidable spellcasters and devoted to one another. If one is assailed within Cassalanter Villa, the other arrives as quickly as possible. A
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing the Cassalanters Lord and Lady Cassalanter are formidable spellcasters and devoted to one another. If one is assailed within Cassalanter Villa, the other arrives as quickly as possible. A
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
capture in the Mournland. 2 The leader of a cult devoted to Belashyrra, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult. 3 A
undead army from the corpses in the Mournland. 5 A rakshasa works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland. 6 A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deities and various neighborhood shrines devoted to the pantheon as a whole. Inside the city, the wild lands feel like a remote threat. Perils from the sea present more obvious dangers, but a great
demolished by a kraken that attacked the city, but it has been repaired and continues to grow, reflecting the continued learning of the polis’s citizens. The Dekatia Meletis boasts many centers of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
devoted cults of lesser creatures to serve the monsters of the deep. Storm Herald Huge Aberration, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 287 (23d12 + 138)
Speed 50 ft., swim
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deities and various neighborhood shrines devoted to the pantheon as a whole. Inside the city, the wild lands feel like a remote threat. Perils from the sea present more obvious dangers, but a great
demolished by a kraken that attacked the city, but it has been repaired and continues to grow, reflecting the continued learning of the polis’s citizens. The Dekatia Meletis boasts many centers of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deities and various neighborhood shrines devoted to the pantheon as a whole. Inside the city, the wild lands feel like a remote threat. Perils from the sea present more obvious dangers, but a great
demolished by a kraken that attacked the city, but it has been repaired and continues to grow, reflecting the continued learning of the polis’s citizens. The Dekatia Meletis boasts many centers of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
devoted cults of lesser creatures to serve the monsters of the deep. Storm Herald Huge Aberration, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 287 (23d12 + 138)
Speed 50 ft., swim
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
devoted cults of lesser creatures to serve the monsters of the deep. Storm Herald Huge Aberration, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 287 (23d12 + 138)
Speed 50 ft., swim
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.






