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Returning 35 results for 'breathe being diffusing cracks rolling'.
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breath being diffusing cracks roiling
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Cloudkill
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves
10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings
Monsters
Van Richten’s Guide to Ravenloft
attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3);{"diceNotation":"1d4
vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these stealthy undead seek to adorn living frames once more, wrapping themselves around their victims and wringing
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Princes of the Apocalypse
feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can’t breathe or speak
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
Magic Items
Icewind Dale: Rime of the Frostmaiden
determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook of Fisher’s Delight
d20
Fish Color
wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
Species
Mordenkainen Presents: Monsters of the Multiverse
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
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
submerged. As the hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves.
Bavlorna lives like a hermit. She is frazzled, impatient, paranoid
Species
Mordenkainen Presents: Monsters of the Multiverse
of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish
determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions
Species
Mordenkainen Presents: Monsters of the Multiverse
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with rolling a size modifier: Size modifier = 2d6 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 × your size modifier) Speed. Your base walking speed is 30 feet
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with rolling a size modifier: Size modifier = 2d6 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 × your size modifier) Speed. Your base walking speed is 30 feet
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with rolling a size modifier: Size modifier = 2d6 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 × your size modifier) Speed. Your base walking speed is 30 feet
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cured with a lesser restoration spell or similar magic. The air in here is moist and sticky. Natural light spills from cracks in the ceiling, and mud coats the floor. Stone workbenches are laden with
damage on a failed save. Creatures are affected even if they hold their breath or don’t need to breathe. Among the poisons is a stoppered bronze jug used for fermenting jungle roots into soporific
Compendium
- Sources->Dungeons & Dragons->Monster Manual
into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes
smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
skinning or crushing. Deathless malice infuses what remains, their husks flopping and slithering in pursuit of vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these
is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes
smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cured with a lesser restoration spell or similar magic. The air in here is moist and sticky. Natural light spills from cracks in the ceiling, and mud coats the floor. Stone workbenches are laden with
damage on a failed save. Creatures are affected even if they hold their breath or don’t need to breathe. Among the poisons is a stoppered bronze jug used for fermenting jungle roots into soporific
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
skinning or crushing. Deathless malice infuses what remains, their husks flopping and slithering in pursuit of vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these
is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes
smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8






