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Returning 35 results for 'broken breath diffusing conceal recent'.
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Monsters
Forgotten Realms: Adventures in Faerûn
"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 22
(4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 11, each creature in a
15-foot Cone. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
Monsters
Forgotten Realms: Adventures in Faerûn
"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Poison"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Nightmare
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Corroding Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corroding Breath
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
Monsters
Forgotten Realms: Adventures in Faerûn
"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Poison"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Nightmare Breath
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.Multiattack. The salamander makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 60-foot cone
. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6);{"diceNotation":"16d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison damage
Monsters
Sleeping Dragon’s Wake
for the next 24 hours.
Breath Weapons (Recharge 5–6). Lhammaruntosz uses one of the following breath weapons.
Lightning Breath. Lhammaruntosz exhales lightning in a 90- foot line that is 5
feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10);{"diceNotation":"12d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 90--foot
cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison
Ancient White Dragon
Legacy
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Monsters
Basic Rules (2014)
effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge
5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw
Adult White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw
Monsters
Fizban's Treasury of Dragons
3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
Soldier
Legacy
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Backgrounds
Basic Rules (2014)
battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background
, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
Symbol
Legacy
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
Monsters
Divine Contention
creature is immune to the dragon's Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Necrotic Breath"}. The dragon
Breath","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Claugiyliamatar can take 3 legendary actions, choosing from the options below. Only one
Monsters
Storm King's Thunder
to the dragon's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a
90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
Monsters
Fizban's Treasury of Dragons
: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
Backgrounds
Baldur’s Gate: Descent into Avernus
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 10 through the broken window without taking appropriate steps to conceal themselves, the undead creatures in Obo’laka’s tomb attack (see area 10 for more information).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 10 through the broken window without taking appropriate steps to conceal themselves, the undead creatures in Obo’laka’s tomb attack (see area 10 for more information).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 10 through the broken window without taking appropriate steps to conceal themselves, the undead creatures in Obo’laka’s tomb attack (see area 10 for more information).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are spattered with blood from recent battles between drow and minotaurs. An invisible will-o’-wisp dwells here, the dark essence of a female drow priestess named Z’reska, who was butchered by
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are spattered with blood from recent battles between drow and minotaurs. An invisible will-o’-wisp dwells here, the dark essence of a female drow priestess named Z’reska, who was butchered by
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are spattered with blood from recent battles between drow and minotaurs. An invisible will-o’-wisp dwells here, the dark essence of a female drow priestess named Z’reska, who was butchered by
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
spiral staircase curling down to the flagstone floor. Tall, empty bookcases line the walls, their shelves mostly bowed and broken. On the lower level, east of two pillars, are four old desks with chairs
desk has a small book tucked under one of its back legs to level it off. The book is titled Elvish Idioms, and its pages have been cut out to conceal a tiny leather packet containing dust of disappearance.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns






