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Returning 35 results for 'bring breathe diffusing core regarded'.
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Monsters
Storm King's Thunder
temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.
Ideal: “There’s no problem that can’t be solved with
magic.”
Bond: “I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords’ Alliance are going to bring some much-needed order to this lawless land.”
Flaw: “I’m too smart to be wrong about anything.”
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
Waterdeep: Dragon Heist
freeze for up to 1 hour. He can breathe air and water.Mace. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 3 (1d6
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Priests bring the teachings of their gods to the common folk. They are the spiritual leaders
monsters
Amphibious. The merfolk can breathe air and water.
Summon Storm. Once per day, one or more merfolk stormcallers can cast Control Weather as a Ritual that takes 10 minutes to perform. For every
tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an
Monsters
Mythic Odysseys of Theros
Amphibious. The triton can breathe air and water.
Innate Spellcasting. The triton’s spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Dragon Turtle
Monsters
Storm King's Thunder
North. The Lords’ Alliance represents one of the greatest threats to dragons in Faerûn, so Iymrith is keen to bring about its end.Blue dragons make their lairs in barren places, using
","rollType":"damage","rollAction":"Collapsing Ceiling","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Young Dragon Turtle Connections
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The morkoth can breathe air and water.Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane
matrix spanning—and powering—the whole ship. When the elemental spirit within the core is activated, its elemental energy flows through the matrix’s arteries and the ship’s binding struts, forming
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
try to help those in need, no matter what the personal cost. (Good)
3
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane
matrix spanning—and powering—the whole ship. When the elemental spirit within the core is activated, its elemental energy flows through the matrix’s arteries and the ship’s binding struts, forming
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane
matrix spanning—and powering—the whole ship. When the elemental spirit within the core is activated, its elemental energy flows through the matrix’s arteries and the ship’s binding struts, forming
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Elemental Evil Player's Companion
it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
infiltrate a cult stronghold and claim the mask, then save a nearby village from the blue dragon that means to take the relic back. Mission to Thay The ritual that will bring Tiamat to Faerûn is too complex
for revenge against the exiles. The Red Wizards of Thay are evil to the core, though, and the delegates must tread carefully as they present their case. The Cult Strikes Back (Part 3) The Cult of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
important locations, and the elements that link the adventures together. Step 4: Bring It to an End. Think about how the campaign might end and what level you expect the characters to be when the campaign
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
infiltrate a cult stronghold and claim the mask, then save a nearby village from the blue dragon that means to take the relic back. Mission to Thay The ritual that will bring Tiamat to Faerûn is too complex
for revenge against the exiles. The Red Wizards of Thay are evil to the core, though, and the delegates must tread carefully as they present their case. The Cult Strikes Back (Part 3) The Cult of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
infiltrate a cult stronghold and claim the mask, then save a nearby village from the blue dragon that means to take the relic back. Mission to Thay The ritual that will bring Tiamat to Faerûn is too complex
for revenge against the exiles. The Red Wizards of Thay are evil to the core, though, and the delegates must tread carefully as they present their case. The Cult Strikes Back (Part 3) The Cult of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
infiltrate a cult stronghold and claim the mask, then save a nearby village from the blue dragon that means to take the relic back. Mission to Thay The ritual that will bring Tiamat to Faerûn is too complex
for revenge against the exiles. The Red Wizards of Thay are evil to the core, though, and the delegates must tread carefully as they present their case. The Cult Strikes Back (Part 3) The Cult of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
important locations, and the elements that link the adventures together. Step 4: Bring It to an End. Think about how the campaign might end and what level you expect the characters to be when the campaign
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
doesn’t have the connections or infrastructure of the Boromar Clan, but the sheer physical force it can bring to bear is impressive. Daask has almost no influence in the middle or upper wards, but it is a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
doesn’t have the connections or infrastructure of the Boromar Clan, but the sheer physical force it can bring to bear is impressive. Daask has almost no influence in the middle or upper wards, but it is a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Step-by-Step Campaigns Follow these steps to create a campaign: Step 1: Lay Out the Premise. Consider the core conflicts driving the campaign, and choose a setting that reinforces the themes and tone
important locations, and the elements that link the adventures together. Step 4: Bring It to an End. Think about how the campaign might end and what level you expect the characters to be when the campaign
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
infiltrate a cult stronghold and claim the mask, then save a nearby village from the blue dragon that means to take the relic back. Mission to Thay The ritual that will bring Tiamat to Faerûn is too complex
for revenge against the exiles. The Red Wizards of Thay are evil to the core, though, and the delegates must tread carefully as they present their case. The Cult Strikes Back (Part 3) The Cult of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
doesn’t have the connections or infrastructure of the Boromar Clan, but the sheer physical force it can bring to bear is impressive. Daask has almost no influence in the middle or upper wards, but it is a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot.
When the characters reach the main vault, read: All tunnels seem to lead to a central core—a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core — a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot.
When the characters reach the main vault, read: All tunnels seem to lead to a central core—a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core — a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot.
When the characters reach the main vault, read: All tunnels seem to lead to a central core—a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core — a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
infiltrate a cult stronghold and claim the mask, then save a nearby village from the blue dragon that means to take the relic back. Mission to Thay The ritual that will bring Tiamat to Faerûn is too complex
for revenge against the exiles. The Red Wizards of Thay are evil to the core, though, and the delegates must tread carefully as they present their case. The Cult Strikes Back (Part 3) The Cult of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The Red Larchers who knew about the place came to include the leading citizens of the town. They regarded the phenomenon as supernatural and portentous. They called themselves the Believers and
the Tomb of Moving Stones, and an ambitious cult priest named Larrakh came to Red Larch to bring the Believers under the cult’s control. Unhindered by superstition, as the Believers are, he learned the






