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Returning 35 results for 'dark inhabit are breath'.
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dark inhabit are breathe
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Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
Monsters
Candlekeep Mysteries
Dark Devotion. Ram Sugar has advantage on saving throws against being charmed or frightened.
Spellcasting. Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11
","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
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite (cold)","rollDamageType":"cold"} cold damage.
Cold Breath (Recharge 5–6);{"diceNotation
":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw. On a failed
Monsters
Eberron: Rising from the Last War
after the possession ends.Quori
Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Monsters
Planescape: Adventures in the Multiverse
time using its shadow web.
Reel. The darkweaver pulls each creature it has grappled up to 60 feet toward itself.Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other
dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target
Monsters
Spelljammer: Adventures in Space
","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales
","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most
in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most commonly found underground or in forests where little sunlight penetrates
explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby.
The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas
.
The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom
Monsters
Tyranny of Dragons
, Rezmir can deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Dark Advantage"} damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll
":"Caustic Bolt","rollDamageType":"acid"} acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. Rezmir exhales acid in a 30-foot line that is 5
Monsters
Spelljammer: Adventures in Space
":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales a blast of frost in
a 60-foot cone. Each creature in the cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Cold Breath
Monsters
Spelljammer: Adventures in Space
":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales a blast of frost in
Breath","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
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
exhales dark energy 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":"Necrotic
Monsters
Fizban's Treasury of Dragons
+8", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating
Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Monsters
Fizban's Treasury of Dragons
":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Debilitating Breath"}. The
);{"diceNotation":"8d10","rollType":"damage","rollAction":"Debilitating Breath","rollDamageType":"thunder"} thunder damage and is incapacitated until the end of its next turn. On a successful save, the
Reincarnate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls
14-21
Dwarf, mountain
22-25
Elf, dark
26-34
Elf, high
35-42
Elf, wood
43-46
Gnome, forest
47-52
Gnome, rock
53-56
Half-elf
57-60
Half-orc
61-68
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth
the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to tear down all they see and rule over what remains. Black dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant
swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds. Black
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vegepygmies Vegepygmies, also called mold folk or moldies, are fungus creatures that inhabit dark areas that are warm and wet, including underground caves and dense forests where little sunlight
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Lairs and Hoards Dragons are deeply connected to the worlds in which they dwell. The magic of the Material Plane flows through them. It empowers their breath weapons and their tremendous might; it
pools in their lairs and tangles in the treasures of their hoards. This chapter, intended for the Dungeon Master, explores the connection between dragons and the world they inhabit and how that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and
, dark 26–34 Elf, high 35–42 Elf, wood 43–46 Gnome, forest 47–52 Gnome, rock 53–56 Half-elf 57–60 Half-orc 61–68 Halfling, lightfoot 69–76 Halfling, stout 77–96 Human 97–00 Tiefling The reincarnated
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Marks of Horror A gust of air like the foul-smelling breath of some horrible monster greets the adventurers as they climb the steps of a tower in Castle Ravenloft. Nearing the top, they begin to hear
the beating of a heart in the darkness above. Not a human heart, but the heart of something monstrous and horrible. Such is the nature of gothic horror: fear bred by anticipation and the dark
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fills this dark cave, and various oozes slither across the walls and floor. Some sort of fungal wall or partition once divided the cave, but that barrier has been destroyed. Beyond it lies more
west wall. Dozens of ooze creatures — black puddings, gray oozes, and ochre jellies — inhabit this cavern. However, they don’t attack intruders unless they are harmed or commanded to do so by the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
horned devil named Bitter Breath, a human necromancer named Feonor, and a chain devil named Princeps Kovik. These warlords are as cruel and merciless as the hell they inhabit. All share a “survival of
inevitably rises to take its place. Bitter Breath, Feonor, and Princeps Kovik are merely the latest in a long series of warlords to plague the Avernian expanse. If Zariel wasn’t so busy fighting the Blood War
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
remaining loyal Children of Ankhtepot
4 A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False
5 A set of relics holy to the old gods of Har’Akir
6 The manifestation of a joyous song sung by Muhar’s people
7 The soul of an innocent healer who resembles the pharaoh as he was in life
8 The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in chapter 1)
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and
, dark 26–34 Elf, high 35–42 Elf, wood 43–46 Gnome, forest 47–52 Gnome, rock 53–56 Half-elf 57–60 Half-orc 61–68 Halfling, lightfoot 69–76 Halfling, stout 77–96 Human 97–00 Tiefling The reincarnated
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-draining breath Shadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped
them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon’s breath
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
17. Underground Waterfall The underground river plunges down into a dark, rocky chasm. Cold air swirls up from below like the breath of some monstrous creature. Through the gloom, you spot an ornate
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
2. Chuul Pool Filling the center of this eighty-foot-square courtyard is a circular pool of water sixty feet across. The water is dark and murky, reducing visibility to about one foot. A garnet
gemstone hovers one foot above the center of the pool. Another path leaves the area through the hedge wall on the far side of the pool, directly opposite where you entered.
Four chuuls dwell in this dark
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Chuul Pool Filling the center of this eighty-foot-square courtyard is a circular pool of water sixty feet across. The water is dark and murky, reducing visibility to about one foot. A garnet
gemstone hovers one foot above the center of the pool Another path leaves the area through the hedge wall on the far side of the pool, directly opposite where you entered.
Four chuuls dwell in this dark
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
by her own greed and vanity, Neheedra engaged in dark rituals designed to secure her hold on power, imagining that Blingdenstone would one day become a drow enclave with her as its immortal leader
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. Option 2: Attack on the
stop to rest for the night. A surprise attack in the dark or at dawn is particularly dangerous, granting the dragon complete freedom of movement and creating the possibility that some party members will be asleep or unarmored.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. Option 2: Attack on the
stop to rest for the night. A surprise attack in the dark or at dawn is particularly dangerous, granting the dragon complete freedom of movement and creating the possibility that some party members will be asleep or unarmored.






