Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'dagger innate are breath'.
Monsters
Princes of the Apocalypse
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar’s innate spellcasting ability is Constitution (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells (an asterisked spell is from appendix B):
At will: shape water*
1/day: create or destroy water
Monsters
Candlekeep Mysteries
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Breath Weapon (Recharges after a Short or Long Rest). Ram Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any
, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. Ram Sugar makes two melee attacks.
Dagger. Melee or Ranged
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Cold Regeneration. If the temperature around
":"2d4","rollType":"damage","rollAction":"Ice Longsword","rollDamageType":"cold"} cold damage.
Ice Dagger. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ice Dagger
Monsters
Princes of the Apocalypse
Innate Spellcasting. Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell
): dimension door, wall of fire
5th level (1 slot): hold monsterDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range
Monsters
Princes of the Apocalypse
initiate can hold its breath for 30 minutes.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
Hold Breath. The
Monsters
Princes of the Apocalypse
Hold Breath. The priest can hold its breath for 30 minutes.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Ghosts of Saltmarsh
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20
level (4 slots): command, guiding bolt, purify food and drink
2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magicTooth Dagger. Melee Weapon
Monsters
Guildmasters’ Guide to Ravnica
Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
Innate Spellcasting (Psionics). The thought spy's innate spellcasting ability
: blur, detect thoughts, gaseous formMultiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
Monsters
Waterdeep: Dragon Heist
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Breath Weapon. He can use his action to exhale a 15-foot cone of fire (but can't do this again until he finishes a short or long
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
Monsters
The Wild Beyond the Witchlight
Special Equipment. Zarak carries a potion of invisibility.Multiattack. Zarak makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage, plus
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Multiattack. The witch makes two Poison Dagger attacks. It can replace one of these attacks with Spellcasting.
Poison Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
":"to hit", "rollAction":""} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Poison Dagger", "rollDamageType":"piercing
Monsters
Eberron: Rising from the Last War
material components.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material
dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5
Monsters
Waterdeep: Dungeon of the Mad Mage
Fey Ancestry. Drivvin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Drivvin's innate spellcasting ability is Charisma (spell save DC 15
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Innate
Spellcasting. The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
1/day each: charm person, disguise
Magic Items
Mythic Odysseys of Theros
monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk
.
Aquatic Metamorphosis. You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed
Monsters
Out of the Abyss
Fey Ancestry. Viln has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting. Viln's spellcasting ability is Charisma (spell save DC 11). She
the Dungeon Master’s Guide). The poison on a dagger’s blade is good for one hit only, whether the poison takes effect or not.Multiattack. Viln makes three melee attacks: two with her
Monsters
Waterdeep: Dungeon of the Mad Mage
magical effects.
Innate Spellcasting. Otto’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As Otto ages and
5 ft., one creature. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Euphoria Breath (Recharge 5–6);{"diceNotation
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.
Innate Spellcasting
(see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.
Innate Spellcasting (Psionics
” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel
Monsters
Out of the Abyss
drow to sleep.
Innate Spellcasting. Vizeran's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:
At will: dancing
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
Monsters
Guildmasters’ Guide to Ravnica
Special Equipment. The mage wears a spies' murmur (see chapter 5).
Innate Spellcasting (Psionics). The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the
suggestion, modify memoryDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Waterdeep: Dragon Heist
. He can't use this trait if he's incapacitated.
Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Jarlaxle's innate
spellcasting ability is Charisma (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the
armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Dagger or Chromatic Bolt
attacks. It can replace one attack with a use of Spellcasting.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or
Monsters
Acquisitions Incorporated
*New spell introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Minor Conjuration. Jim conjures an inanimate object, no larger than 3 feet
Monsters
Waterdeep: Dungeon of the Mad Mage
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Ashtyrranthor’s innate spellcasting ability is Charisma. She can
Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The dragon exhales fire in a 60-foot cone. Each creature in that
Monsters
Tyranny of Dragons
.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
—but he is best known as the adviser of Dragon Highlord Verminaard, leader of the Red Dragon Army.
Empowered by Takhisis herself, Ember’s innate fire can sear those nearby, and his breath
", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Firestorm Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Firestorm Breath"}. Ember exhales roiling
Monsters
The Wild Beyond the Witchlight
throws against spells and other magical effects.
Innate Spellcasting. Sir Talavar’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Euphoria Breath"}. Sir Talavar exhales a puff of euphoria gas at one creature within 5 feet of him. The target must succeed
Monsters
Baldur’s Gate: Descent into Avernus
empty seat of his infernal war machine.
Innate Spellcasting. Smiler’s innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material
terrified the other warlords of Avernus for a while.
Three of Smiler’s rivals — Bitter Breath, Feonor, and Princeps Kovik — joined forces to wipe out Smiler’s Defilers
Monsters
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
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
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage.
Singularity Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
Monsters
Fizban's Treasury of Dragons
.
Scintillating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature
in that area must make a DC 12 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
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
Monsters
Fizban's Treasury of Dragons
"} to hit, reach 5 ft., one target. Hit: 9 (1d8+5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot






