Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'button breathe diffusing clutching read'.
Other Suggestions:
button breath diffusing clothing reach
button breath diffusing clothing real
button breath diffusing clothing realm
button breath diffusing clothing rely
button breath diffusing clutching reach
Monsters
Baldur’s Gate: Descent into Avernus
Amphibious. Crokek'toeck can breathe air and water.
Magic Resistance. Crokek'toeck has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crokek'toeck's weapon
attacks are magical.
Secure Memory. Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
Standing Leap
Hydroloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Amphibious. The hydroloth can breathe air and water.
Innate Spellcasting. The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells
to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
Watery Advantage. While submerged in liquid, the hydroloth has advantage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Secure Memory. The hydroloth is immune
to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.
Watery Advantage. While submerged in liquid, the hydroloth has advantage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
. (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
. (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
. (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.
Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
races
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
. Icingdeath Aftercastle This deck holds the ship’s wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
sword, or start a fire without magic. Some couldn’t write or read altogether, relying on enchanted quills and speaking parchment instead. Society High Netherese society was full of beautiful people
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
sword, or start a fire without magic. Some couldn’t write or read altogether, relying on enchanted quills and speaking parchment instead. Society High Netherese society was full of beautiful people
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
sword, or start a fire without magic. Some couldn’t write or read altogether, relying on enchanted quills and speaking parchment instead. Society High Netherese society was full of beautiful people
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
. Icingdeath Aftercastle This deck holds the ship’s wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
. Icingdeath Aftercastle This deck holds the ship’s wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival When the characters approach the vessel, read the following boxed text aloud: An armored dreadnaught made from metal and bones rests on a rocky outcrop in the bay. Flames leap from a brazier
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giant’s skeleton clutching a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Caught in the Middle As characters explore the market, read or paraphrase the following: Shouting rises over the sounds of haggling shoppers and the sizzle of cooking street food. A shrill voice
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Caught in the Middle As characters explore the market, read or paraphrase the following: Shouting rises over the sounds of haggling shoppers and the sizzle of cooking street food. A shrill voice
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Caught in the Middle As characters explore the market, read or paraphrase the following: Shouting rises over the sounds of haggling shoppers and the sizzle of cooking street food. A shrill voice
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
man is found clutching a withered eyeball, the characters are tasked with uncovering the cause of the man’s death. This leads the characters to investigate the city’s old catacombs and confront
cultists of the lich-god Vecna. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival When the characters approach the vessel, read the following boxed text aloud: An armored dreadnaught made from metal and bones rests on a rocky outcrop in the bay. Flames leap from a brazier
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giant’s skeleton clutching a
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival When the characters approach the vessel, read the following boxed text aloud: An armored dreadnaught made from metal and bones rests on a rocky outcrop in the bay. Flames leap from a brazier
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giant’s skeleton clutching a
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
man is found clutching a withered eyeball, the characters are tasked with uncovering the cause of the man’s death. This leads the characters to investigate the city’s old catacombs and confront
cultists of the lich-god Vecna. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
man is found clutching a withered eyeball, the characters are tasked with uncovering the cause of the man’s death. This leads the characters to investigate the city’s old catacombs and confront
cultists of the lich-god Vecna. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
items that enable characters to breathe underwater don’t function here. Any character who runs out of air begins to suffocate (see “The Environment” in chapter 8 of the Player’s Handbook). Snails and
uprooting trees and tearing cities apart. An aarakocra skeleton embedded in one wall holds an iron sconce bearing an unlit red candle.
Any creature that requires air to breathe immediately begins to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
items that enable characters to breathe underwater don’t function here. Any character who runs out of air begins to suffocate (see “The Environment” in chapter 8 of the Player’s Handbook). Snails and
uprooting trees and tearing cities apart. An aarakocra skeleton embedded in one wall holds an iron sconce bearing an unlit red candle.
Any creature that requires air to breathe immediately begins to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
items that enable characters to breathe underwater don’t function here. Any character who runs out of air begins to suffocate (see “The Environment” in chapter 8 of the Player’s Handbook). Snails and
uprooting trees and tearing cities apart. An aarakocra skeleton embedded in one wall holds an iron sconce bearing an unlit red candle.
Any creature that requires air to breathe immediately begins to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d






