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Returning 35 results for 'breathing breathe diffusing casting remain'.
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Monsters
Monster Manual
Water Breathing. The piranha can breathe only underwater.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}) (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage.
Monsters
Monster Manual
Water Breathing. The seahorse can breathe only underwater.Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking opportunity attack;Opportunity Attacks.
Monsters
Monster Manual
Water Breathing. The shark can breathe only underwater.Bite. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} (with Advantage if the target doesn’t have
Monsters
Monster Manual
Water Breathing. The shark can breathe only underwater.Multiattack. The shark makes two Bite attacks.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Incapacitated condition.
Water Breathing. The shark can breathe only underwater.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Monsters
Monster Manual
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
Monsters
Monster Manual
Water Breathing. The seahorse can breathe only underwater.Ram. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Ram"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation
Monsters
Monster Manual
Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Attack Roll
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
Monsters
Monster Manual
Water Breathing. The squid can breathe only underwater.Multiattack. The squid makes one Bite attack and one Tentacle attack.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Spells
Player’s Handbook
, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
Spells
Player’s Handbook
the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
Magic Items
Dungeon Master’s Guide
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Sea Horse
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Water Breathing. The sea horse can breathe only underwater.
Giant Shark
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.Bite. Melee Weapon Attack
Quipper
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.Bite. Melee Weapon
Reef Shark
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing
. The shark can breathe only underwater.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation
Hunter Shark
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.Bite. Melee Weapon Attack
Giant Sea Horse
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea
horse can breathe only underwater.Ram. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Ram"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6
Octopus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Breathing. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning
Monsters
Ghosts of Saltmarsh
Water Breathing. The eel can breathe only underwater.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2
Giant Octopus
Legacy
This doesn't reflect the latest rules and lore.
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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
. The octopus can breathe only underwater.Tentacles. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3
Monsters
Waterdeep: Dragon Heist
Blood Frenzy. Obliteros has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. Obliteros can breathe only underwater.Bite. Melee Weapon Attack
Swarm of Quippers
Legacy
This doesn't reflect the latest rules and lore.
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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
other magical effects.
Water Breathing. The shark can breathe only underwater.Multiattack. The shark makes two bite attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Acquisitions Incorporated
Echo Spell (1/day). Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.
Spellcasting. Pendragon is a 4th
himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two.
Pendragon was kicked out of wizarding school as a result of the dark rumors following
Classes
Xanathar's Guide to Everything
transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy
are always icy cold to the touch.
2
When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3
You barely bleed, even when badly injured.
4
Monsters
Ghosts of Saltmarsh
Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
Monsters
Journeys through the Radiant Citadel
Water Breathing. Nightsea chil-liren can breathe only underwater.Spear. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or






