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Returning 35 results for 'breathe better diffusing conferred regarded'.
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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
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or
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
","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
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
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
Monsters
Storm King's Thunder
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She earned her nickname from her habit of gnawing on old kills, and is often seen
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Umberlee while tossing 10 gp or more worth of treasure into the pool gains the magical ability to breathe water for 24 hours while retaining its normal mode of respiration. The treasure vanishes as
the blessing is conferred.
Any creature that damages the basin must succeed on a DC 15 Constitution saving throw or be transformed into a crab for 24 hours. The effect is otherwise identical to that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The morkoth can breathe air and water.Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Umberlee while tossing 10 gp or more worth of treasure into the pool gains the magical ability to breathe water for 24 hours while retaining its normal mode of respiration. The treasure vanishes as
the blessing is conferred.
Any creature that damages the basin must succeed on a DC 15 Constitution saving throw or be transformed into a crab for 24 hours. The effect is otherwise identical to that
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Umberlee while tossing 10 gp or more worth of treasure into the pool gains the magical ability to breathe water for 24 hours while retaining its normal mode of respiration. The treasure vanishes as
the blessing is conferred.
Any creature that damages the basin must succeed on a DC 15 Constitution saving throw or be transformed into a crab for 24 hours. The effect is otherwise identical to that
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
against being poisoned, and you have resistance to 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
serve him.
3 I was created decades ago and, fearing that I’m growing obsolete, recently fled Mount Velus.
4 Purphoros regrets my creation and wants to reforge me into something better
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
against being poisoned, and you have resistance to 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
serve him.
3 I was created decades ago and, fearing that I’m growing obsolete, recently fled Mount Velus.
4 Purphoros regrets my creation and wants to reforge me into something better
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
against being poisoned, and you have resistance to 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
serve him.
3 I was created decades ago and, fearing that I’m growing obsolete, recently fled Mount Velus.
4 Purphoros regrets my creation and wants to reforge me into something better
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fiercely competitive and seek out any advantage to use against their rivals, but House Tsalaxa of Draj is widely regarded as the most ruthless of them all. Agents of House Tsalaxa do not hesitate to
destruction is bad for business, even by House Tsalaxa’s standards. If the house’s agents can seize the cult’s secrets in the process of eliminating the threat, so much the better.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fiercely competitive and seek out any advantage to use against their rivals, but House Tsalaxa of Draj is widely regarded as the most ruthless of them all. Agents of House Tsalaxa do not hesitate to
destruction is bad for business, even by House Tsalaxa’s standards. If the house’s agents can seize the cult’s secrets in the process of eliminating the threat, so much the better.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fiercely competitive and seek out any advantage to use against their rivals, but House Tsalaxa of Draj is widely regarded as the most ruthless of them all. Agents of House Tsalaxa do not hesitate to
destruction is bad for business, even by House Tsalaxa’s standards. If the house’s agents can seize the cult’s secrets in the process of eliminating the threat, so much the better.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
genius. Inventors and philosophers coveted the diadem, for it conferred a fraction of Keranos’s inspiration to the wearer—granting incredible insights or fracturing the wearer’s sanity. Its last owner
nowadays, the term “Riddle of Lightning” is used to denote a question that one is better off not knowing the answer to.
Silent Storm. Occasionally, Keranos seeks to make his will known with all the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
genius. Inventors and philosophers coveted the diadem, for it conferred a fraction of Keranos’s inspiration to the wearer—granting incredible insights or fracturing the wearer’s sanity. Its last owner
nowadays, the term “Riddle of Lightning” is used to denote a question that one is better off not knowing the answer to.
Silent Storm. Occasionally, Keranos seeks to make his will known with all the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
genius. Inventors and philosophers coveted the diadem, for it conferred a fraction of Keranos’s inspiration to the wearer—granting incredible insights or fracturing the wearer’s sanity. Its last owner
nowadays, the term “Riddle of Lightning” is used to denote a question that one is better off not knowing the answer to.
Silent Storm. Occasionally, Keranos seeks to make his will known with all the
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->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->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->Volo's Guide to Monsters
power conferred by Yeenoghu himself. Pack lords favor big, heavy weapons, such as glaives and axes. Gnoll Fangs of Yeenoghu Fangs of Yeenoghu are gifted with the power to spawn more gnolls. They anoint
battle, the better to imbue their victims with the magic needed to spawn more gnolls. Gnoll Warriors Common gnolls comprise the bulk of a war band. They fight mainly with spears fashioned from wood and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
power conferred by Yeenoghu himself. Pack lords favor big, heavy weapons, such as glaives and axes. Gnoll Fangs of Yeenoghu Fangs of Yeenoghu are gifted with the power to spawn more gnolls. They anoint
battle, the better to imbue their victims with the magic needed to spawn more gnolls. Gnoll Warriors Common gnolls comprise the bulk of a war band. They fight mainly with spears fashioned from wood and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
power conferred by Yeenoghu himself. Pack lords favor big, heavy weapons, such as glaives and axes. Gnoll Fangs of Yeenoghu Fangs of Yeenoghu are gifted with the power to spawn more gnolls. They anoint
battle, the better to imbue their victims with the magic needed to spawn more gnolls. Gnoll Warriors Common gnolls comprise the bulk of a war band. They fight mainly with spears fashioned from wood and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
character of giant size stands in the amphitheater and loudly challenges Iymrith, the dragon’s ego gets the better of her, and she responds to the challenge by crawling out of her lair to destroy her
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Dungeon Ecology An inhabited dungeon has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep, just as creatures in the wilderness do. Predators need to be able to
challenging as the characters gain levels or to ratchet up the tension. However, this approach can turn the dungeon into a grind. A better approach is to include encounters of varying difficulty
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
character of giant size stands in the amphitheater and loudly challenges Iymrith, the dragon’s ego gets the better of her, and she responds to the challenge by crawling out of her lair to destroy her
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Dungeon Ecology An inhabited dungeon has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep, just as creatures in the wilderness do. Predators need to be able to
challenging as the characters gain levels or to ratchet up the tension. However, this approach can turn the dungeon into a grind. A better approach is to include encounters of varying difficulty






