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Returning 35 results for 'breathe boon diffusing continue reining'.
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Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
, without using components or a spell slot. He can’t cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other
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
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
instead of killing them, he showed mercy and even honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies
a bugbear gang with a special boon. A gang that gains the favor of Hruggek and Grankhul in this way might find that the head will emit a shout when an enemy gets too close (in the fashion of an alarm
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 4 (1,100 XP)
Amphibious. The chuul can breathe air and water.
Sense Magic. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 4 (1,100 XP)
Amphibious. The chuul can breathe air and water.
Sense Magic. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can’t speak
Challenge 4 (1,100 XP)
Amphibious. The chuul can breathe air and water.
Sense Magic. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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 within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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 within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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 within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
additional boon to any interested character, granting the use of his laboratory to craft or summon any item or creature they desire (within any limits you set). However, the price for this service is one
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
additional boon to any interested character, granting the use of his laboratory to craft or summon any item or creature they desire (within any limits you set). However, the price for this service is one
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
additional boon to any interested character, granting the use of his laboratory to craft or summon any item or creature they desire (within any limits you set). However, the price for this service is one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
his lair, which lies beyond the opening in the ceiling. Statue Guardian. If the characters approach the statue, the panther will stand and pad menacingly in their direction … and then continue on
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
his lair, which lies beyond the opening in the ceiling. Statue Guardian. If the characters approach the statue, the panther will stand and pad menacingly in their direction … and then continue on
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
his lair, which lies beyond the opening in the ceiling. Statue Guardian. If the characters approach the statue, the panther will stand and pad menacingly in their direction … and then continue on
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies. Bugbears understand that by venerating Hruggek and Grankhul
heads of leaders and mighty opponents are particularly sacred, and offering up such a trophy can provide a bugbear gang with a special boon. A gang that gains the favor of Hruggek and Grankhul in this
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies. Bugbears understand that by venerating Hruggek and Grankhul
heads of leaders and mighty opponents are particularly sacred, and offering up such a trophy can provide a bugbear gang with a special boon. A gang that gains the favor of Hruggek and Grankhul in this
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies. Bugbears understand that by venerating Hruggek and Grankhul
heads of leaders and mighty opponents are particularly sacred, and offering up such a trophy can provide a bugbear gang with a special boon. A gang that gains the favor of Hruggek and Grankhul in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
more relaxed setting. Give the group space to breathe, note developments you want to highlight later, then continue with your adventures. Consider these ideas for a break episode. Bastions Episode. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
more relaxed setting. Give the group space to breathe, note developments you want to highlight later, then continue with your adventures. Consider these ideas for a break episode. Bastions Episode. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
more relaxed setting. Give the group space to breathe, note developments you want to highlight later, then continue with your adventures. Consider these ideas for a break episode. Bastions Episode. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their
, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their
, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their
, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
sneak up on. If a character manages to approach without alerting it, continue:
A strand extends from the stalagmite, with the thrashing cave fish in its grasp. It pulls the fish toward the rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
sneak up on. If a character manages to approach without alerting it, continue:
A strand extends from the stalagmite, with the thrashing cave fish in its grasp. It pulls the fish toward the rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
sneak up on. If a character manages to approach without alerting it, continue:
A strand extends from the stalagmite, with the thrashing cave fish in its grasp. It pulls the fish toward the rock






