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Returning 35 results for 'breathe being diffusing caused resolve'.
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Ettercap (variant)
Legacy
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Monsters
Monster Manual (2014)
exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.Multiattack. The ettercap makes two attacks: one with its
grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Web (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
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
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
furrows her brow and asks, “You would lay down your soul for these people? People whose cowardice and weakness have caused you nothing but grief?” A character offering to sacrifice their soul can take
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
furrows her brow and asks, “You would lay down your soul for these people? People whose cowardice and weakness have caused you nothing but grief?” A character offering to sacrifice their soul can take
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
furrows her brow and asks, “You would lay down your soul for these people? People whose cowardice and weakness have caused you nothing but grief?” A character offering to sacrifice their soul can take
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ettercap ignores movement restrictions caused by webbing.
Actions
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit
, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ettercap ignores movement restrictions caused by webbing.
Actions
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit
, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the
damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ettercap ignores movement restrictions caused by webbing.
Actions
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit
, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the
damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the
damage and gains the ability to breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
. Perhaps your dragonborn was an actual dragon transformed on the day of Mourning. Or maybe your tiefling is touched by the dark power of the Mourning instead of by an infernal power. What Caused the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
. Perhaps your dragonborn was an actual dragon transformed on the day of Mourning. Or maybe your tiefling is touched by the dark power of the Mourning instead of by an infernal power. What Caused the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
. Perhaps your dragonborn was an actual dragon transformed on the day of Mourning. Or maybe your tiefling is touched by the dark power of the Mourning instead of by an infernal power. What Caused the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
in the region grows poisonous thorns. A creature that enters or ends its turn in difficult terrain caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suffering to the curse’s victim. A burden is often reflective of what caused the curse in the first place, twisting the transgressor’s action against them. The burden takes effect immediately, along with a
pronouncement, or it may be left to those who suffer the curse to make amends on their own. Research and divination can offer clues or even reveal the exact steps needed to resolve the curse. While more
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
in the region grows poisonous thorns. A creature that enters or ends its turn in difficult terrain caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suffering to the curse’s victim. A burden is often reflective of what caused the curse in the first place, twisting the transgressor’s action against them. The burden takes effect immediately, along with a
pronouncement, or it may be left to those who suffer the curse to make amends on their own. Research and divination can offer clues or even reveal the exact steps needed to resolve the curse. While more
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
in the region grows poisonous thorns. A creature that enters or ends its turn in difficult terrain caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suffering to the curse’s victim. A burden is often reflective of what caused the curse in the first place, twisting the transgressor’s action against them. The burden takes effect immediately, along with a
pronouncement, or it may be left to those who suffer the curse to make amends on their own. Research and divination can offer clues or even reveal the exact steps needed to resolve the curse. While more
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
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 within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
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 within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
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 within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of combat (on initiative count 0, after everyone else has acted), a random magical effect occurs, caused by the magical lights that swirl around the rotunda. These lights are manifestations of the
ways. Let the players try whatever they can imagine, using these ideas as examples: Manipulate the Effigies. A character might use an action to lift an effigy closer to the central sculpture, breathe a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of combat (on initiative count 0, after everyone else has acted), a random magical effect occurs, caused by the magical lights that swirl around the rotunda. These lights are manifestations of the
ways. Let the players try whatever they can imagine, using these ideas as examples: Manipulate the Effigies. A character might use an action to lift an effigy closer to the central sculpture, breathe a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of combat (on initiative count 0, after everyone else has acted), a random magical effect occurs, caused by the magical lights that swirl around the rotunda. These lights are manifestations of the
ways. Let the players try whatever they can imagine, using these ideas as examples: Manipulate the Effigies. A character might use an action to lift an effigy closer to the central sculpture, breathe a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Harpells. It is likely this spirit of experimentation that caused the Harpells to found their town so far away from other settlements. Young wizards with oddly sized or shaped limbs, strange hair color
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Harpells. It is likely this spirit of experimentation that caused the Harpells to found their town so far away from other settlements. Young wizards with oddly sized or shaped limbs, strange hair color
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Harpells. It is likely this spirit of experimentation that caused the Harpells to found their town so far away from other settlements. Young wizards with oddly sized or shaped limbs, strange hair color
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
determines that many of the houses are not actually destroyed — they were simply in the process of being built and never finished. The construction was hurried and cheap, which caused the structures’ rapid
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
determines that many of the houses are not actually destroyed — they were simply in the process of being built and never finished. The construction was hurried and cheap, which caused the structures’ rapid
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
determines that many of the houses are not actually destroyed — they were simply in the process of being built and never finished. The construction was hurried and cheap, which caused the structures’ rapid
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night






