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Returning 35 results for 'breathe being diffusing changes relative'.
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Green Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Sea Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes
Green Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet tall relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 2 (450 XP) and the following statistical changes: The homunculus
can’t speak. If the homunculus is forcibly taken from the castle, its relative size reverts to Tiny, and its statistics become those of a normal homunculus. Whenever the creature’s relative size
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet tall relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 2 (450 XP) and the following statistical changes: The homunculus
can’t speak. If the homunculus is forcibly taken from the castle, its relative size reverts to Tiny, and its statistics become those of a normal homunculus. Whenever the creature’s relative size
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet tall relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 2 (450 XP) and the following statistical changes: The homunculus
can’t speak. If the homunculus is forcibly taken from the castle, its relative size reverts to Tiny, and its statistics become those of a normal homunculus. Whenever the creature’s relative size
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the castle, the faerie dragon is 12 feet long relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 3 (700 XP) and the following
statistical changes: Otto is Large and has 104 (16d10 + 16) hit points. It has a Strength score of 18 (+4), and its bite attack deals 11 (2d6 + 4) piercing damage on a hit. Otto turns invisible and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the castle, the faerie dragon is 12 feet long relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 3 (700 XP) and the following
statistical changes: Otto is Large and has 104 (16d10 + 16) hit points. It has a Strength score of 18 (+4), and its bite attack deals 11 (2d6 + 4) piercing damage on a hit. Otto turns invisible and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the castle, the faerie dragon is 12 feet long relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 3 (700 XP) and the following
statistical changes: Otto is Large and has 104 (16d10 + 16) hit points. It has a Strength score of 18 (+4), and its bite attack deals 11 (2d6 + 4) piercing damage on a hit. Otto turns invisible and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics of a bandit captain, with these changes: Embric is neutral good. He has these racial traits: He can cast produce flame at will. (Constitution is his spellcasting ability, and he has a +4 bonus to
hot steel. He is an expert armorsmith. Avi is laid back and speaks plainly. He has the statistics of a priest, with these changes: Avi is neutral good. He has these racial traits: At will, he can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics of a bandit captain, with these changes: Embric is neutral good. He has these racial traits: He can cast produce flame at will. (Constitution is his spellcasting ability, and he has a +4 bonus to
hot steel. He is an expert armorsmith. Avi is laid back and speaks plainly. He has the statistics of a priest, with these changes: Avi is neutral good. He has these racial traits: At will, he can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics of a bandit captain, with these changes: Embric is neutral good. He has these racial traits: He can cast produce flame at will. (Constitution is his spellcasting ability, and he has a +4 bonus to
hot steel. He is an expert armorsmith. Avi is laid back and speaks plainly. He has the statistics of a priest, with these changes: Avi is neutral good. He has these racial traits: At will, he can
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
-foot cube Gargantuan 20-foot cube A creature that needs to breathe will exhaust the air in its personal envelope in 1 minute. Since this is barely enough time to get anywhere, most creatures travel
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
-foot cube Gargantuan 20-foot cube A creature that needs to breathe will exhaust the air in its personal envelope in 1 minute. Since this is barely enough time to get anywhere, most creatures travel
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
-foot cube Gargantuan 20-foot cube A creature that needs to breathe will exhaust the air in its personal envelope in 1 minute. Since this is barely enough time to get anywhere, most creatures travel
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
+4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Amphibious. The hag can breathe air and water.
Innate
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
saving throw or become poisoned. A creature that holds its breath for the whole minute has advantage on the saving throw, while a creature that doesn’t need to breathe automatically succeeds. A creature
walls. They are hostile toward non-duergar. They’re bold if they outnumber their foes but flee to area 21 if that situation changes. The males are named Hrok, Jarazk, Krod, Mraginar, Norl, and Rok
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
+4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Amphibious. The hag can breathe air and water.
Innate
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
saving throw or become poisoned. A creature that holds its breath for the whole minute has advantage on the saving throw, while a creature that doesn’t need to breathe automatically succeeds. A creature
walls. They are hostile toward non-duergar. They’re bold if they outnumber their foes but flee to area 21 if that situation changes. The males are named Hrok, Jarazk, Krod, Mraginar, Norl, and Rok
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
saving throw or become poisoned. A creature that holds its breath for the whole minute has advantage on the saving throw, while a creature that doesn’t need to breathe automatically succeeds. A creature
walls. They are hostile toward non-duergar. They’re bold if they outnumber their foes but flee to area 21 if that situation changes. The males are named Hrok, Jarazk, Krod, Mraginar, Norl, and Rok
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
+4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Amphibious. The hag can breathe air and water.
Innate
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-liren use the merfolk stat block with the following changes: They have darkvision out to a range of 60 feet. Replace the Amphibious trait with the trait below. Water Breathing. Nightsea chil-liren can breathe only underwater.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
toward the Spire as “spireward.” This is a relative direction, as spireward in Automata is the opposite direction from spireward from Xaos.
Adventures in the Outlands Chapters 5 to chapter 11 detail
to travel. Travel in the Outlands The Outlands is infinite in size and changes constantly. This makes the distances between locations and the time it takes to get from place to place variable. How
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
toward the Spire as “spireward.” This is a relative direction, as spireward in Automata is the opposite direction from spireward from Xaos.
Adventures in the Outlands Chapters 5 to chapter 11 detail
to travel. Travel in the Outlands The Outlands is infinite in size and changes constantly. This makes the distances between locations and the time it takes to get from place to place variable. How
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
toward the Spire as “spireward.” This is a relative direction, as spireward in Automata is the opposite direction from spireward from Xaos.
Adventures in the Outlands Chapters 5 to chapter 11 detail
to travel. Travel in the Outlands The Outlands is infinite in size and changes constantly. This makes the distances between locations and the time it takes to get from place to place variable. How
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rounds. After 30 feet the corridor gives way to an oval-shaped, domed area enclosed by the protective skin. Here lives the guardian of the treasure, a Huge giant crab that has the following changes
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->Monster Manual (2014)
Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC
ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC
ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rounds. After 30 feet the corridor gives way to an oval-shaped, domed area enclosed by the protective skin. Here lives the guardian of the treasure, a Huge giant crab that has the following changes
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->Xanathar's Guide to Everything
see it, because I think it’s a different beholder.
Shadow Sorcerer Quirks d6 Quirk 1 You are always icy cold to the touch. 2 When you are asleep, you don’t appear to breathe (though you must
still breathe to survive). 3 You barely bleed, even when badly injured. 4 Your heart beats once per minute. This event sometimes surprises you. 5 You have trouble remembering that living creatures and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rounds. After 30 feet the corridor gives way to an oval-shaped, domed area enclosed by the protective skin. Here lives the guardian of the treasure, a Huge giant crab that has the following changes
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.






