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Returning 35 results for 'breathe both diffusing causing runes'.
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Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
’s next turn, the swallowed target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage. If that damage doesn’t kill it, the frog disgorges it, causing it to exit Prone.
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
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
Ghosts of Saltmarsh
Blood Frenzy. The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The wave shaper can breathe air and water, but it
at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted.PoisonCold, Fire, Lightning; Bludgeoning
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->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma
breathe underwater.
At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
days. Taskmaster’s Drums This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
days. Taskmaster’s Drums This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
days. Taskmaster’s Drums This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Giant Runes (Area J2) Dod (Death Rune)
Fjell (Mountain Rune)
Krig (War Rune)
Liv (Life Rune)
Vind (Wind Rune)
Wyrm (Dragon Rune)
J3. Curved Tunnel There is nothing remarkable
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Giant Runes (Area J2) Dod (Death Rune)
Fjell (Mountain Rune)
Krig (War Rune)
Liv (Life Rune)
Vind (Wind Rune)
Wyrm (Dragon Rune)
J3. Curved Tunnel There is nothing remarkable
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mate, Figaro, are encamped on this segment. A death slaad recently infiltrated the camp, sowing chaos and magically manipulating Figaro’s mind. This drove Figaro into a paranoid state, causing him to
lock himself in his quarters, where one of the safe room’s ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate
, causing the fog to pool to a depth of 4 feet. Whenever two or more creatures are inside the cave, the sound of an old man giggling can be heard everywhere in the area. No one outside the cave can hear the giggling, which ends as soon as the cave is no longer occupied by two or more creatures.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate
, causing the fog to pool to a depth of 4 feet. Whenever two or more creatures are inside the cave, the sound of an old man giggling can be heard everywhere in the area. No one outside the cave can hear the giggling, which ends as soon as the cave is no longer occupied by two or more creatures.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate
, causing the fog to pool to a depth of 4 feet. Whenever two or more creatures are inside the cave, the sound of an old man giggling can be heard everywhere in the area. No one outside the cave can hear the giggling, which ends as soon as the cave is no longer occupied by two or more creatures.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mate, Figaro, are encamped on this segment. A death slaad recently infiltrated the camp, sowing chaos and magically manipulating Figaro’s mind. This drove Figaro into a paranoid state, causing him to
lock himself in his quarters, where one of the safe room’s ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mate, Figaro, are encamped on this segment. A death slaad recently infiltrated the camp, sowing chaos and magically manipulating Figaro’s mind. This drove Figaro into a paranoid state, causing him to
lock himself in his quarters, where one of the safe room’s ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Giant Runes (Area J2) Dod (Death Rune)
Fjell (Mountain Rune)
Krig (War Rune)
Liv (Life Rune)
Vind (Wind Rune)
Wyrm (Dragon Rune)
J3. Curved Tunnel There is nothing remarkable
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, 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
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, 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
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, 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
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Magic Items
Infernal Machine Rebuild
, causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks.
22
You can cast the gaseous form spell on






