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Returning 35 results for 'breathing border diffusing continues replaced'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
turn.
While in a new form, Wyllow retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special
Monsters
Mythic Odysseys of Theros
, their minds filled with tales of how life's splendor continues to develop.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Frost Giant Jarl (p. 165) The fourth bulleted item and the subsequent Spellcasting trait have been replaced with the following:
He has Wisdom and Charisma scores of 16 (+3) and gains the
Spellcasting action option described below. Spellcasting. Storvald casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Frost Giant Jarl (p. 165) The fourth bulleted item and the subsequent Spellcasting trait have been replaced with the following:
He has Wisdom and Charisma scores of 16 (+3) and gains the
Spellcasting action option described below. Spellcasting. Storvald casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Frost Giant Jarl (p. 165) The fourth bulleted item and the subsequent Spellcasting trait have been replaced with the following:
He has Wisdom and Charisma scores of 16 (+3) and gains the
Spellcasting action option described below. Spellcasting. Storvald casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walk
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
breathing. From a nearby cliff, a tributary of the River Styx cascades down into the slime.
Dangling from a bent iron crane that leans out over the chasm is an iron cage containing a hairless, green
-skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
breathing. From a nearby cliff, a tributary of the River Styx cascades down into the slime.
Dangling from a bent iron crane that leans out over the chasm is an iron cage containing a hairless, green
-skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
breathing. From a nearby cliff, a tributary of the River Styx cascades down into the slime.
Dangling from a bent iron crane that leans out over the chasm is an iron cage containing a hairless, green
-skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
.
While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
.
While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Whymsee Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough, conical shell. When startled, she can tuck
:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard’s black tentacles, lightning bolt.
Actions
Thunderous Touch
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Whymsee Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough, conical shell. When startled, she can tuck
:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard’s black tentacles, lightning bolt.
Actions
Thunderous Touch
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Whymsee Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough, conical shell. When startled, she can tuck
:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard’s black tentacles, lightning bolt.
Actions
Thunderous Touch
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
.
While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, where the Lukos finish off any stragglers.
Pharagax Bridge. On the western border of Akros gapes a massive chasm rumored to descend all the way to the underworld and belch forth foul creatures. The
soldiers who are worn out by relentless assaults from raiders, fire-breathing dragons, and other threats. Mountain Shrines. The Akroans believe that the gods are best worshiped at the places closest to Nyx
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, where the Lukos finish off any stragglers.
Pharagax Bridge. On the western border of Akros gapes a massive chasm rumored to descend all the way to the underworld and belch forth foul creatures. The
soldiers who are worn out by relentless assaults from raiders, fire-breathing dragons, and other threats. Mountain Shrines. The Akroans believe that the gods are best worshiped at the places closest to Nyx
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, where the Lukos finish off any stragglers.
Pharagax Bridge. On the western border of Akros gapes a massive chasm rumored to descend all the way to the underworld and belch forth foul creatures. The
soldiers who are worn out by relentless assaults from raiders, fire-breathing dragons, and other threats. Mountain Shrines. The Akroans believe that the gods are best worshiped at the places closest to Nyx
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
form using a bonus action on their turn.
Amble’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an
, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an
, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an
, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
form using a bonus action on their turn.
Amble’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
form using a bonus action on their turn.
Amble’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
cloth, gray sheets of canvas, and moldy boxes. The fissure is tall and wide enough for a Medium creature to squeeze through the first 10 feet, and then continues for 50 feet at an average 5 feet in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
cloth, gray sheets of canvas, and moldy boxes. The fissure is tall and wide enough for a Medium creature to squeeze through the first 10 feet, and then continues for 50 feet at an average 5 feet in






