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Returning 35 results for 'breathing before devoured constantly regain'.
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breaking before devoted constantly region
breathing before devoted constant region
breaking before devoted constantly remain
breathing before devoted constant remain
breathing before devoted constantly remain
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’t regain Hit Points or gain
Temporary Hit Points.
Water Breathing. The swarm can breathe only underwater.Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4
Swarm of Quippers
Legacy
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Monsters
Basic Rules (2014)
swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.Bite.. Melee
Monsters
Ghosts of Saltmarsh
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 breathe only
Magic Items
Phandelver and Below: The Shattered Obelisk
this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Monsters
Bigby Presents: Glory of the Giants
’t regain hit points.A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a
in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant’s nest to be devoured.
A gigant’s wings are
Monsters
Storm King's Thunder
weather (cast as 1 action), water breathing
Shipboard Ballista. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Shipboard Ballista"} to hit, range 120/480 ft., one
;t answer prayers, and his divine offspring — the lesser giant gods — were out of touch, constantly waging war against one another on the Outer Planes. Hekaton came to believe that the giants were no longer the rightful masters of the world.Lightning, ThunderCold
Magic Items
Tyranny of Dragons
already have immunity to acid damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the acid damage dealt
. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Magic Items
Tyranny of Dragons
have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit
you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
":"necrotic"} necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No target can regain
Magic Items
Tyranny of Dragons
source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty. While you are
damage to a creature, it can’t take reactions until its next turn.
Water Breathing (Black Dragon Mask;Black or Green Dragon Mask Only). You can breathe underwater.
Winter’s Fury (White
Monsters
Mythic Odysseys of Theros
couldn’t best.
Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its
cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn.
Tail
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud. Each
can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
devoured by the vermin and oozes that inhabit the sewers. Smaller tunnels channel wastewater into purification centers, where magewrights use magic to cleanse the water. A special unit of the Sharn Watch
city. These sewer clans constantly battle over territory, as control of one or more midden chamber can be critical to survival. The sewer clans can pose a threat to adventurers, but they can also be
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)
5
Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)
5
Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
)
5 Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)
6 Patience. All creatures might teach me something, and I’m willing to wait and find
command, dissonant whispers, faerie fire, water breathing
Ancient 19 command, dissonant whispers, faerie fire, passwall, water breathing
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped.
14
You constantly see afterimages of all events that occurred within 30
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Spirit Naga Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them — or that they believe have wronged them. Lairing in dismal caverns and
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft
Monsters
Fizban's Treasury of Dragons
lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into
infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
Monsters
Fizban's Treasury of Dragons
cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the
initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region surrounding a legendary topaz dragon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
struck. While the dragon was away, they dumped baskets full of quippers into the sinkhole. When the dragon returned, they trapped her in the sinkhole with vine nets. As the quippers devoured the dragon
(Investigation) or DC 15 Wisdom (Medicine) check can tell that the plants were killed by poison. Needle opened the secret door by breathing poison gas on it; smearing or spraying poison on the door also
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. Gift of the Ever-Living Ones Prerequisite: Pact of the
Chain feature Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes
) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
beetle with legs ending in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant’s nest to be devoured. A gigant’s wings
successful one. On a success or failure, the creature has the poisoned condition for 1 hour. While poisoned this way, the creature can't regain hit points.
Bonus Actions
Drone. The gigant produces a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
be a boon, but don’t expect its benevolence to last one moment after your tastiest morsels have been devoured.
killmoulis
Tiny fey, neutral
Armor Class 14
Hit Points 7 (2d4 + 2)
Speed 30 ft
temporary hit points.
Curse of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the door when this happens, the door wraps its tongue around the character and swallows the character whole. No attack roll or saving throw is required. A character “devoured” in this manner is
similar effect, and bestows the effect of a water breathing spell on any creatures within it. The stout bars grant half cover against attacks originating from outside the cage. Using the winch, a character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Lair Traits A demilich’s tomb might have any or all of the
24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the tomb stands an opaque crystal sarcophagus that is constantly changing color. Minotaur murals adorn the walls on the lower level of the tomb.
The walls of the tomb are lined with secret doors that
constantly changes to ensure that characters within it remain separated and unable to find each other. Visibility within the maze is limited to 20 feet because of the churning fog. Spells that are altered
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you
arrows **
Fly
Glyph of warding
Haste
Intellect fortress *
Protection from energy
Revivify
Tiny servant **
Water breathing (ritual)
Water walk (ritual)
4th Level Arcane eye
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
next attack roll you make before the end of this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a
Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required). Level 14: Lunar Form The power of the moon suffuses you, granting you the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never
(10,000 XP)
Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects.
Negative Energy Aura. Creatures within 30 feet of the atropal can’t regain hit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest
food and water
dispel magic
elemental weapon
flame arrows *
fly
glyph of warding
haste
protection from energy
revivify
tiny servant *
water breathing (ritual)
water walk (ritual






