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Returning 35 results for 'breathing base diffusing could restrained'.
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Monsters
Monster Manual
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.Ink Cloud (1/Day). Trigger: The octopus takes damage
Giant Octopus
Legacy
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Monsters
Basic Rules (2014)
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing
ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
"} bludgeoning damage, and if the target is a creature, it is grappled (escape DC 26). Until the grapple ends, the target is restrained, and Tromokratis can’t use this attack on anyone else
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
him.
The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures
Monsters
Eberron: Rising from the Last War
horrid site shaped from the leftover flesh and bones of the daelkyr’s sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. Lair Actions. While
next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that
regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe
this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that
regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe
this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that
regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe
this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10
Languages
creature’s space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points.
Water Breathing. The swarm can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10
Languages
creature’s space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points.
Water Breathing. The swarm can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10
Languages
creature’s space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points.
Water Breathing. The swarm can
Magic Items
The Book of Many Things
and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can’t cast spells, and any magic items you’re
you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
green paint. Man-sized demonic statues stand near the base of the stairs.
The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
restrained (frozen in place) for 1 minute. The creature may use an action on its turn to make a DC 15 Strength check, ending the effect on itself on a success. Each suit of plate armor is mounted on a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, needle-like spire — a forty-foot-tall pine tree ravaged by fire long ago, its limbs burned off. Tied to the dead tree near its base are several ghastly dolls made of twigs bound with black hair. Ten
(2d4) bludgeoning damage and be restrained. The creature takes this damage again at the start of each of its turns until it escapes. A creature can use an action to free itself or another creature
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
restrained (frozen in place) for 1 minute. The character may use an action on his or her turn to make a DC 15 Strength check, ending the effect early on a success. Each suit of plate armor is mounted on
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, needle-like spire — a forty-foot-tall pine tree ravaged by fire long ago, its limbs burned off. Tied to the dead tree near its base are several ghastly dolls made of twigs bound with black hair. Ten
(2d4) bludgeoning damage and be restrained. The creature takes this damage again at the start of each of its turns until it escapes. A creature can use an action to free itself or another creature
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
green paint. Man-sized demonic statues stand near the base of the stairs.
The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
restrained (frozen in place) for 1 minute. The creature may use an action on its turn to make a DC 15 Strength check, ending the effect on itself on a success. Each suit of plate armor is mounted on a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
green paint. Man-sized demonic statues stand near the base of the stairs.
The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
restrained (frozen in place) for 1 minute. The creature may use an action on its turn to make a DC 15 Strength check, ending the effect on itself on a success. Each suit of plate armor is mounted on a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
restrained (frozen in place) for 1 minute. The character may use an action on his or her turn to make a DC 15 Strength check, ending the effect early on a success. Each suit of plate armor is mounted on
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, needle-like spire — a forty-foot-tall pine tree ravaged by fire long ago, its limbs burned off. Tied to the dead tree near its base are several ghastly dolls made of twigs bound with black hair. Ten
(2d4) bludgeoning damage and be restrained. The creature takes this damage again at the start of each of its turns until it escapes. A creature can use an action to free itself or another creature
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
restrained (frozen in place) for 1 minute. The character may use an action on his or her turn to make a DC 15 Strength check, ending the effect early on a success. Each suit of plate armor is mounted on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bubble-Pop Teapot A twenty-foot-tall teapot rests on a wooden platform, its painted surface whirling with moving imagery of flying dragons breathing streams of bubbles. A door at the base of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
planet ruled by beholders and the farthest world from Toril’s sun. The orogs wear bucket helms resembling bulbous mind flayer heads, with large, glass-covered eye holes and tentacle-like breathing
shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
planet ruled by beholders and the farthest world from Toril’s sun. The orogs wear bucket helms resembling bulbous mind flayer heads, with large, glass-covered eye holes and tentacle-like breathing
shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bubble-Pop Teapot A twenty-foot-tall teapot rests on a wooden platform, its painted surface whirling with moving imagery of flying dragons breathing streams of bubbles. A door at the base of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bubble-Pop Teapot A twenty-foot-tall teapot rests on a wooden platform, its painted surface whirling with moving imagery of flying dragons breathing streams of bubbles. A door at the base of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
planet ruled by beholders and the farthest world from Toril’s sun. The orogs wear bucket helms resembling bulbous mind flayer heads, with large, glass-covered eye holes and tentacle-like breathing
shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Swarms Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode
, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Swarm. The swarm can occupy another creature’s space and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Swarms Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode
, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Swarm. The swarm can occupy another creature’s space and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Swarms Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode
, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Swarm. The swarm can occupy another creature’s space and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The
, restrained, stunned
Senses tremorsense 30 ft., passive Perception 14
Languages understands Common but speaks only through the use of its Mimicry trait
Challenge 1 (200 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and
, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages telepathy 30 ft






