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Returning 35 results for 'breathe being diffusing commune religious'.
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Monsters
Waterdeep: Dragon Heist
freeze for up to 1 hour. He can breathe air and water.Mace. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 3 (1d6
of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
seclusion.
d8
Life of Seclusion
1
I was searching for spiritual enlightenment.
2
I was partaking of communal living in accordance with the dictates of a religious order.
3
I
I needed to commune with nature, far from civilization.
7
I was the caretaker of an ancient ruin or relic.
8
I was a pilgrim in search of a person, place, or relic of spiritual
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
amethyst dragon wyrmling is in the care of a cloistered religious order of scribes.
2
A half-amethyst dragon cares for an amethyst dragon wyrmling sibling after the disappearance of their dragon
Monsters
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
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
dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2
A young amethyst dragon and a githzerai zerth travel together, learning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. d8 Life of Seclusion 1 I was searching for spiritual enlightenment. 2 I was partaking of communal living in accordance with the dictates of a religious order. 3 I was exiled for a crime I didn’t
commit. 4 I retreated from society after a life-altering event. 5 I needed a quiet place to work on my art, literature, music, or manifesto. 6 I needed to commune with nature, far from civilization. 7 I
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. d8 Life of Seclusion 1 I was searching for spiritual enlightenment. 2 I was partaking of communal living in accordance with the dictates of a religious order. 3 I was exiled for a crime I didn’t
commit. 4 I retreated from society after a life-altering event. 5 I needed a quiet place to work on my art, literature, music, or manifesto. 6 I needed to commune with nature, far from civilization. 7 I
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. d8 Life of Seclusion 1 I was searching for spiritual enlightenment. 2 I was partaking of communal living in accordance with the dictates of a religious order. 3 I was exiled for a crime I didn’t
commit. 4 I retreated from society after a life-altering event. 5 I needed a quiet place to work on my art, literature, music, or manifesto. 6 I needed to commune with nature, far from civilization. 7 I
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Amethyst Dragon Wyrmling Connections d6 Connected Creatures
1 An amethyst dragon wyrmling is in the care of a cloistered religious order of scribes.
2 A half-amethyst dragon cares for
dwells in tunnels near a young amethyst dragon’s lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2 A young amethyst dragon and a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Amethyst Dragon Wyrmling Connections d6 Connected Creatures
1 An amethyst dragon wyrmling is in the care of a cloistered religious order of scribes.
2 A half-amethyst dragon cares for
dwells in tunnels near a young amethyst dragon’s lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2 A young amethyst dragon and a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Amethyst Dragon Wyrmling Connections d6 Connected Creatures
1 An amethyst dragon wyrmling is in the care of a cloistered religious order of scribes.
2 A half-amethyst dragon cares for
dwells in tunnels near a young amethyst dragon’s lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2 A young amethyst dragon and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
bottom of the steps is slightly cloudy.
The corridor is filled with fear gas. Unless characters announce they are holding their breath before entering its 40-foot length, they will breathe in the gas
) inquiring about one of the references in the “Legend of the Tomb.” Note that something so simple as a commune spell will reveal that the demilich has not been destroyed.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
bottom of the steps is slightly cloudy.
The corridor is filled with fear gas. Unless characters announce they are holding their breath before entering its 40-foot length, they will breathe in the gas
) inquiring about one of the references in the “Legend of the Tomb.” Note that something so simple as a commune spell will reveal that the demilich has not been destroyed.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
bottom of the steps is slightly cloudy.
The corridor is filled with fear gas. Unless characters announce they are holding their breath before entering its 40-foot length, they will breathe in the gas
) inquiring about one of the references in the “Legend of the Tomb.” Note that something so simple as a commune spell will reveal that the demilich has not been destroyed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
Challenge 1/4 (50 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
Challenge 1/4 (50 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
Challenge 1/4 (50 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, as well as religious and historical texts written in Draconic. A character who spends 10 minutes studying these items learns the following: The First World. Tiamat worked alongside the platinum
to leave the casino at once. Otherwise, Tiamat releases Windfall from her magical restraints, instructs the tiefling to eradicate the party, and leaves to commune with her other champions. Only after
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, as well as religious and historical texts written in Draconic. A character who spends 10 minutes studying these items learns the following: The First World. Tiamat worked alongside the platinum
to leave the casino at once. Otherwise, Tiamat releases Windfall from her magical restraints, instructs the tiefling to eradicate the party, and leaves to commune with her other champions. Only after
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, as well as religious and historical texts written in Draconic. A character who spends 10 minutes studying these items learns the following: The First World. Tiamat worked alongside the platinum
to leave the casino at once. Otherwise, Tiamat releases Windfall from her magical restraints, instructs the tiefling to eradicate the party, and leaves to commune with her other champions. Only after
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Commune, Raise Dead
Bonus Actions
Divine Aid (2/Day). The deva casts Cure Wounds, Lesser
)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Commune, Raise Dead
Bonus Actions
Divine Aid (2/Day). The deva casts Cure Wounds, Lesser
)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Commune, Raise Dead
Bonus Actions
Divine Aid (2/Day). The deva casts Cure Wounds, Lesser
)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. They have darkvision out to 60 feet. They have a swimming speed of 30 feet and can breathe air and water. Ishvern Stargazer Ishvern Ishvern (neutral good, sea elf scout), the de facto leader of the
traditions, but they know little of the deed’s religious ties or the god Habbakuk. If the characters agree, Ishvern leads them to the shrine’s entrance. Yearkal’s Return. If the characters know of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. They have darkvision out to 60 feet. They have a swimming speed of 30 feet and can breathe air and water. Ishvern Stargazer Ishvern Ishvern (neutral good, sea elf scout), the de facto leader of the
traditions, but they know little of the deed’s religious ties or the god Habbakuk. If the characters agree, Ishvern leads them to the shrine’s entrance. Yearkal’s Return. If the characters know of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. They have darkvision out to 60 feet. They have a swimming speed of 30 feet and can breathe air and water. Ishvern Stargazer Ishvern Ishvern (neutral good, sea elf scout), the de facto leader of the
traditions, but they know little of the deed’s religious ties or the god Habbakuk. If the characters agree, Ishvern leads them to the shrine’s entrance. Yearkal’s Return. If the characters know of






