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Returning 35 results for 'breathing before divinity currents returns'.
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Magic Items
Dungeon Master’s Guide
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Monsters
Forgotten Realms: Adventures in Faerûn
returns to the cultist’s hand immediately after a ranged attack.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
2/Day
adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that
Spirit Naga
Legacy
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Harpoon", "rollDamageType":"piercing"} piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
;s desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
: River Ledge Learned the boat’s command word +1 L13: Underground Lake Defeated the chuuls +2 Failed a Strength saving throw in any of the rivers −1 Cast Control Water, Water Breathing, or Water Walk
a cleric or paladin’s Channel Divinity feature against the ghasts +1 L19: Cave of Crystals Attacked the xorn −1 Sent any xorn home +2 Enlisted the help of the xorn +1 L20: Pool Caverns Freed
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
: River Ledge Learned the boat’s command word +1 L13: Underground Lake Defeated the chuuls +2 Failed a Strength saving throw in any of the rivers −1 Cast Control Water, Water Breathing, or Water Walk
a cleric or paladin’s Channel Divinity feature against the ghasts +1 L19: Cave of Crystals Attacked the xorn −1 Sent any xorn home +2 Enlisted the help of the xorn +1 L20: Pool Caverns Freed
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
: River Ledge Learned the boat’s command word +1 L13: Underground Lake Defeated the chuuls +2 Failed a Strength saving throw in any of the rivers −1 Cast Control Water, Water Breathing, or Water Walk
a cleric or paladin’s Channel Divinity feature against the ghasts +1 L19: Cave of Crystals Attacked the xorn −1 Sent any xorn home +2 Enlisted the help of the xorn +1 L20: Pool Caverns Freed
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea
Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea
Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
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
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea
Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
mount for a creature smaller than it. Water-breathing (or nonbreathing) creatures can swim underwater or even walk across the bottom of shallow sections of the Darklake, but need darkvision or a source
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
mount for a creature smaller than it. Water-breathing (or nonbreathing) creatures can swim underwater or even walk across the bottom of shallow sections of the Darklake, but need darkvision or a source
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
mount for a creature smaller than it. Water-breathing (or nonbreathing) creatures can swim underwater or even walk across the bottom of shallow sections of the Darklake, but need darkvision or a source
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Poison; Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal, Common
CR 8 (XP 3,900; PB +3)
Traits
Fiendish Restoration. If it dies, the naga returns to life in
, Minor Illusion, Water Breathing
2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that
being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that
being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that
being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Poison; Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal, Common
CR 8 (XP 3,900; PB +3)
Traits
Fiendish Restoration. If it dies, the naga returns to life in
, Minor Illusion, Water Breathing
2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Poison; Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal, Common
CR 8 (XP 3,900; PB +3)
Traits
Fiendish Restoration. If it dies, the naga returns to life in
, Minor Illusion, Water Breathing
2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person
. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master’s desires. Sometimes a deep scion returns to their former home—unexpectedly
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person
. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master’s desires. Sometimes a deep scion returns to their former home—unexpectedly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
decays into a heap of mold. From the remains grow 2d4 magical, neon-green toadstools. A creature that consumes one of these 3-inch toadstools is affected as if by a potion of water breathing. Frog
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person
. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master’s desires. Sometimes a deep scion returns to their former home—unexpectedly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
decays into a heap of mold. From the remains grow 2d4 magical, neon-green toadstools. A creature that consumes one of these 3-inch toadstools is affected as if by a potion of water breathing. Frog
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
decays into a heap of mold. From the remains grow 2d4 magical, neon-green toadstools. A creature that consumes one of these 3-inch toadstools is affected as if by a potion of water breathing. Frog






