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Returning 35 results for 'breathe burns diffusing combatants rites'.
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Monsters
Waterdeep: Dragon Heist
freeze for up to 1 hour. He can breathe air and water.Mace. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 3 (1d6
of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.Acid
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Warrior Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin
sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Warrior Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin
sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Warrior Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin
sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
burns indefinitely. If taken from the area, it burns down normally. Secret Door. If Withers is watching, he tries to trap as many characters as he can in the cell by whispering a command word that
pour into the cell through rows of tiny holes in the ten-foot-high ceiling.
The candle is a distraction and offers no way out of the cell. As long as it remains in this cell, the candle burns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
burns indefinitely. If taken from the area, it burns down normally. Secret Door. If Withers is watching, he tries to trap as many characters as he can in the cell by whispering a command word that
pour into the cell through rows of tiny holes in the ten-foot-high ceiling.
The candle is a distraction and offers no way out of the cell. As long as it remains in this cell, the candle burns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
burns indefinitely. If taken from the area, it burns down normally. Secret Door. If Withers is watching, he tries to trap as many characters as he can in the cell by whispering a command word that
pour into the cell through rows of tiny holes in the ten-foot-high ceiling.
The candle is a distraction and offers no way out of the cell. As long as it remains in this cell, the candle burns
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called
)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called
)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called
)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, light-reflecting stone, and art depicting legendary heroes make every sun temple a bright, inspiring space. The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship
see as being destined for greatness.
5 A lazy priest of Heliod risks bringing the god’s wrath down upon the entire temple.
6 An archmage devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, light-reflecting stone, and art depicting legendary heroes make every sun temple a bright, inspiring space. The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship
see as being destined for greatness.
5 A lazy priest of Heliod risks bringing the god’s wrath down upon the entire temple.
6 An archmage devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, light-reflecting stone, and art depicting legendary heroes make every sun temple a bright, inspiring space. The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship
see as being destined for greatness.
5 A lazy priest of Heliod risks bringing the god’s wrath down upon the entire temple.
6 An archmage devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Flamewrath
Medium humanoid (human), chaotic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Flamewrath
Medium humanoid (human), chaotic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Flamewrath
Medium humanoid (human), chaotic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ Response” for guidance on the party’s initial encounter with the survivors. 3. Kitchen A large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings
depicting a red dragon devouring sheep. Near the west wall is a stone table on which a large iron brazier burns. The table has been scrubbed and scoured, but it has many odd discolorations and scorch
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ Response” for guidance on the party’s initial encounter with the survivors. 3. Kitchen A large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings
depicting a red dragon devouring sheep. Near the west wall is a stone table on which a large iron brazier burns. The table has been scrubbed and scoured, but it has many odd discolorations and scorch
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ Response” for guidance on the party’s initial encounter with the survivors. 3. Kitchen A large cauldron filled with smoldering charcoal burns in the center of the room. Assorted cookware and seasonings
depicting a red dragon devouring sheep. Near the west wall is a stone table on which a large iron brazier burns. The table has been scrubbed and scoured, but it has many odd discolorations and scorch
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
ward, moving constantly to evade Sigil’s enforcers. Heralds of Dust. The Heralds of Dust are Sigil’s undertakers. They conduct funerary rites for creatures from all places, ensuring their souls pass to
bloodstained amphitheater where spectators place bets and combatants test their mettle. The current heavyweight champion is a bloodthirsty cyclops named Akra. In addition to the typical variety of cheap
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned are tritons and, in addition to the statistics of a normal Returned sentry, each can breathe water and has a swim speed of 30 feet. Decades ago, anticipating Varyas’s mission, Phenax sent
lid caked in crumbling candle wax and rotted offerings. Whatever rites were performed here were overseen by a larger-than-life statue in the alcove to the south, a sculpture depicting the upper body of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned are tritons and, in addition to the statistics of a normal Returned sentry, each can breathe water and has a swim speed of 30 feet. Decades ago, anticipating Varyas’s mission, Phenax sent
lid caked in crumbling candle wax and rotted offerings. Whatever rites were performed here were overseen by a larger-than-life statue in the alcove to the south, a sculpture depicting the upper body of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned are tritons and, in addition to the statistics of a normal Returned sentry, each can breathe water and has a swim speed of 30 feet. Decades ago, anticipating Varyas’s mission, Phenax sent
lid caked in crumbling candle wax and rotted offerings. Whatever rites were performed here were overseen by a larger-than-life statue in the alcove to the south, a sculpture depicting the upper body of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
ward, moving constantly to evade Sigil’s enforcers. Heralds of Dust. The Heralds of Dust are Sigil’s undertakers. They conduct funerary rites for creatures from all places, ensuring their souls pass to
bloodstained amphitheater where spectators place bets and combatants test their mettle. The current heavyweight champion is a bloodthirsty cyclops named Akra. In addition to the typical variety of cheap
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
ward, moving constantly to evade Sigil’s enforcers. Heralds of Dust. The Heralds of Dust are Sigil’s undertakers. They conduct funerary rites for creatures from all places, ensuring their souls pass to
bloodstained amphitheater where spectators place bets and combatants test their mettle. The current heavyweight champion is a bloodthirsty cyclops named Akra. In addition to the typical variety of cheap
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
glimmer of torchlight hints at a channel or canal to the north. To the south, a crumbling stone quay leads to a dark passageway. At the east end of the lake, another torch burns above a larger quay, with






