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Returning 35 results for 'breathe bless diffusing certain rebuke'.
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Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy 2/Day Each: Hold Person, TonguesAcid, ColdFiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Amphibious. The merfolk can breathe air and water.Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
monsters
Amphibious. The merfolk can breathe air and water.
Summon Storm. Once per day, one or more merfolk stormcallers can cast Control Weather as a Ritual that takes 10 minutes to perform. For every
Each: Chain LightningThunderous Rebuke. Trigger: A creature within 60 feet of the merfolk deals damage to it. Response—Constitution Saving Throw: DC 14, the triggering creature. Failure: 11 (2d10
Firenewt Warlock of Imix
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The firenewt can breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring
, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0
Monsters
Mythic Odysseys of Theros
, requiring no material components:
At will: guidance, light, thaumaturgy
3/day each: bless, guiding bolt, healing word, hold person
1/day each: augury, scryingEldritch Touch. Melee Spell Attack: +5
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water
with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
Monsters
Bigby Presents: Glory of the Giants
; 3, Spell Scarred; or 4, Winged Form. This mutation determines certain traits in this stat block.
Amorphous (Elastic Body Only). The mutate can move through a space as narrow as 1 inch without
squeezing.
Magic Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects.
Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Battleaxe. Melee
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
Summon Beast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it
ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level
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
an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before
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
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure
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
adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
A cult devoted to a Great Old One of the Far Realm
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
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
breathe air and water.
Actions
Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Compendium
- Sources->Dungeons & Dragons->Monster Manual
breathe air and water.
Actions
Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Compendium
- Sources->Dungeons & Dragons->Monster Manual
breathe air and water.
Actions
Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beasts or monsters in the kuo-toa’s service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident)
3rd level (3 slots): mass healing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark
the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy
2/Day Each: Hold Person, Tongues
Bonus Actions
Fiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots






