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Returning 35 results for 'breathe blades diffusing comprises rain'.
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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
empire.”
Flaw: “I like to rain destruction down upon my enemies, and I never show them mercy.”Lightning, ThunderCold
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
protected from the wind.
Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
of the following effects:
Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow
Monsters
Bigby Presents: Glory of the Giants
elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.
Regional Effects
The region surrounding a scion
cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion can’t choose the same effect two rounds in a row:
Acid Rain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
.
Grungs
Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling.
Grungs
Grungs are frog-like folk found in rain forests and tropical jungles
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
growth
2/day: plant growthGifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops.
Grungs
Grungs are frog-like folk found in rain forests and
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature’s arms and can’t be removed without
or doff. It can’t be worn with other kinds of armor. A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature’s arms and can’t be removed without
or doff. It can’t be worn with other kinds of armor. A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature’s arms and can’t be removed without
or doff. It can’t be worn with other kinds of armor. A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property
creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property
creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property
creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung
Challenge 1/4 (50 XP)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(15,000 XP) Proficiency Bonus +5
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.
Actions
giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief to master infiltration and treasure hunting.
Sorcerer. Wield magic innate to
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief to master infiltration and treasure hunting.
Sorcerer. Wield magic innate to
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(15,000 XP) Proficiency Bonus +5
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.
Actions
giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
while avoiding harm through stealth. Then embody the...
Arcane Trickster to enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief
Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the magic of dragons.
Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
while avoiding harm through stealth. Then embody the...
Arcane Trickster to enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief
Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the magic of dragons.
Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
while avoiding harm through stealth. Then embody the...
Arcane Trickster to enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief
Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the magic of dragons.
Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief to master infiltration and treasure hunting.
Sorcerer. Wield magic innate to
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(15,000 XP) Proficiency Bonus +5
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.
Actions
giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Grungs Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
Challenge 1/4 (50 XP) Proficiency Bonus +2
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Grungs Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
Challenge 1/4 (50 XP) Proficiency Bonus +2
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Grungs Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
Challenge 1/4 (50 XP) Proficiency Bonus +2
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, crime pays as long as you avoid being convicted. Prison and Torture Chamber Malbolge comprises one infinitely large, steep-sloped mountain. Boulders and other debris rain down from its heights in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, crime pays as long as you avoid being convicted. Prison and Torture Chamber Malbolge comprises one infinitely large, steep-sloped mountain. Boulders and other debris rain down from its heights in






