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Returning 35 results for 'breathe bottom diffusing conduct record'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
Monsters
Mythic Odysseys of Theros
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws against spells
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
Backgrounds
Sword Coast Adventurer's Guide
sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you
conduct yourself in the world at large as a representative of your house.
Noble
d8
Personality Trait
1
My eloquent flattery makes everyone I talk to feel like the most
Magic Items
Baldur’s Gate: Descent into Avernus
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
favorite religious hymn that I constantly hum.
2
I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
3
I have
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
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords of the Nine From his throne at the bottom of the Nine Hells, Asmodeus commands a sprawling bureaucracy tied to a massive war apparatus dedicated to turning back the demons that invade the
be said that the true ruler of the Nine Hells is the immense body of rules and regulations that dictate how all devils, even Asmodeus, must conduct themselves. Layers and Rulers of the Nine Hells
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords of the Nine From his throne at the bottom of the Nine Hells, Asmodeus commands a sprawling bureaucracy tied to a massive war apparatus dedicated to turning back the demons that invade the
be said that the true ruler of the Nine Hells is the immense body of rules and regulations that dictate how all devils, even Asmodeus, must conduct themselves. Layers and Rulers of the Nine Hells
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ship’s hull is torn apart, its wreckage sucked to the bottom of a sinkhole in the heart of the stronghold (area 1). Creatures aboard the vessel must make a DC 20 Constitution saving throw, taking 55
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords of the Nine From his throne at the bottom of the Nine Hells, Asmodeus commands a sprawling bureaucracy tied to a massive war apparatus dedicated to turning back the demons that invade the
be said that the true ruler of the Nine Hells is the immense body of rules and regulations that dictate how all devils, even Asmodeus, must conduct themselves. Layers and Rulers of the Nine Hells
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
record the current hit points of monsters, as well as other useful notes. A downside of this approach is that you have to remind the players round after round when their turns come up. Visible List You
of the character whose turn it is, also mention who’s next, prompting that player to start thinking ahead. After each character or group of monsters acts, the top card is moved to the bottom of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Storm Giant Giant of Seas and Skies Habitat: Coastal, Underwater; Treasure: Armaments Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Storm Giant Giant of Seas and Skies Habitat: Coastal, Underwater; Treasure: Armaments Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Storm Giant Giant of Seas and Skies Habitat: Coastal, Underwater; Treasure: Armaments Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea
ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
record the current hit points of monsters, as well as other useful notes. A downside of this approach is that you have to remind the players round after round when their turns come up. Visible List You
of the character whose turn it is, also mention who’s next, prompting that player to start thinking ahead. After each character or group of monsters acts, the top card is moved to the bottom of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
record the current hit points of monsters, as well as other useful notes. A downside of this approach is that you have to remind the players round after round when their turns come up. Visible List You
of the character whose turn it is, also mention who’s next, prompting that player to start thinking ahead. After each character or group of monsters acts, the top card is moved to the bottom of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
damage and gains the ability to 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
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
damage and gains the ability to 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
damage and gains the ability to 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
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one. Big Belchy can breathe steam only once. On each of its turns thereafter, it swims a total of 40 feet toward Jarlaxle’s flagship
more to the bottom of Deepwater Harbor. If the drow are still on its back when it goes down, they swim the rest of the way to the Eyecatcher but gain two levels of exhaustion from the cold water and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
—
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8






