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Returning 31 results for 'breathe being down channel runes'.
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Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
range of 1,200 feet.Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp.Lightning, ThunderCold
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +11
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bullywug Bog Sage Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants. Bullywug Bog Sage Medium Fey, Neutral
AC 16 Initiative +3 (13)
HP 52 (8d8 + 16)
Speed
breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Actions
Multiattack. The bullywug makes two Bog Staff
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your being, shaping the power to your will. Then channel...
Aberrant Sorcery to use strange psionic magic.
Clockwork Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
) might use the magic of Giant runes, or a paladin’s Sacred Oath could involve allegiance to the tenets of a philosophy or organization of giants (such as those described in chapter 2). Giant-Made
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal dominates the middle of the cavern. Hiding in it are nine lava children (see appendix A).
Runes carved on the inside walls of the forge channel magical energy from the Elemental Plane
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
within the lens. A successful DC 15 Dexterity (Sleight of Hand) check subtly sabotages the runes scribed into the lens. A character can expend one use of Channel Divinity to force divine power into
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
)
CHA
8(−1)
Senses passive Perception 11
Languages —
Challenge 1 (200 XP)
Amphibious. The krasis can breathe air and water.
Actions
Multiattack. The krasis makes two attacks: one
)
DEX
14(+2)
CON
16(+3)
INT
2(−4)
WIS
13(+1)
CHA
8(−1)
Senses passive Perception 11
Languages —
Challenge 6 (2,300 XP)
Amphibious. The krasis can breathe
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.” Frozen Stream. The cave’s interior is a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
being worn or carried by anyone else and set it on fire. Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra. You gain
the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Raging Storm At 14th level, the power of the storm you channel grows mightier, lashing out at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
on one’s familiarity with its intricate network of caverns, passages, and currents. Experienced navigators know how to find and read ancient duergar runes carved along the Darklake’s tunnels, though
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
faint runes etched among the ornate carvings on the lock. A subsequent DC 16 Intelligence (Arcana) check to study the runes reveals that they can emit a wave of transmutation magic throughout the room
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
against a surprised creature is a critical hit.
Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Shark
the attack roll. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can’t breathe, and Ghald has advantage on attack rolls against it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
ingredients and spices. V26. Temple of Zariel The iron double door leading to this room has Infernal runes carved into its arched door frame. A character who understands Infernal can translate these
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and 2d6 cultists of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with 1d2 chuuls (attitude for all: 1d4 +1)
3 1 rime hulk* (attitude: 1d6) wailing and
or by accident), where magic runes have gone horribly awry and unleashed fiendish corruption into the world, or where fiends seek powerful allies to aid their schemes among mortals. Listen. I have
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or
on the floor of this cavern, the twisted runes around its edge pulsing with sickly purple light.
A successful DC 15 Intelligence (Arcana) check allows a character to recognize the runes as symbols
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, airless underground channel and is likely to drown (see “Suffocating” in chapter 8 of the Player’s Handbook). In addition, the creature must make a successful DC 12 Strength saving throw each round or
take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water aren’t likely to survive for long. The stream runs underground for about 5 miles before emerging on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, drink, sleep, or breathe. The character’s hit point maximum is reduced by 1d4 at dawn each day, representing the physical decay of the body. No spell or effect can halt or counteract this decay. If the
, and ten adamantine ingots (10 gp each) stamped with dwarven runes. These are identical to the ingots found in Hrakhamar (see “Hrakhamar”). If characters miss the hole in the wall as they’re
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
breathe (see “Suffocating” in chapter 8 of the Player’s Handbook). A creature can pull another creature within its reach out of a slime pool by using its action and succeeding on a Strength (Athletics
depicts a city map, and the south wall displays a map of the Sword Coast. Both maps are dotted with Draconic runes.
Claugiyliamatar’s magical connection to her lair allows her to control the moss in this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) check to jump safely over it. Moving past the rune otherwise deals 5 (1d10) necrotic damage to a creature and teleports it back to the cavern entrance. The runes remain active until disabled. Planar
creature controlling the orrery components at the heart of the ritual can channel their magic as a bonus action with a successful DC 12 Intelligence (Arcana) check. Splugoth has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia. Glistening Flight
unless you spend 5 Sorcery Points (no action required) to restore your use of it. Clockwork Sorcery Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
9 pounds. A character who examines the display case and succeeds on a DC 18 Intelligence (Investigation) check spots a line of barely visible runes inscribed around the perimeter of each pane of glass
. A detect magic spell reveals an aura of abjuration magic emanating from these runes. Damaging the case triggers a magical trap that forces each creature in a 15-foot-radius sphere centered on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
glimmer of torchlight hints at a channel or canal to the north. To the south, a crumbling stone quay leads to a dark passageway. At the east end of the lake, another torch burns above a larger quay, with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room. A five-foot-tall, triangular stone covered in runes stands in this bare room’s center. At the top of the stone, a plum-sized diamond pulses with red light.
The triangular stone is immovable and
powers the juggernauts in area T14. A character who examines the triangular stone and succeeds on a DC 17 Intelligence (Arcana) check can decipher its runes and discern its purpose. Destroying the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
. Those who know the Draconic language can read the runes as “Ashardalon.” Secret Door. A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disabled by any franchise member. Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have
franchise’s tavern are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side. These rooms can function as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
out of the stronghold to the surface. (As long as she remains in storm giant form, Iymrith can breathe underwater.) If Serissa is seated on the Wyrmskull Throne when the scepter is stolen from her
petrified wood. Stacked on them are scores of 4-foot-diameter, 600-pound rocks engraved with Dethek runes (the Dwarvish script). These stones have various discoveries recorded on them, including the






