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                        Returning 35 results for 'days increases are breathe'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines
                                                
                                            
                                                
                                                    , your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its
                                                
                                            
                                                
                                                     guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and
                                                
                                            
                                                
                                                     practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its
                                                
                                            
                                                
                                                     guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing
                                                
                                            
                                                
                                                     its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its
                                                
                                            
                                                
                                                     guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Water.
Wishes. The marid has a 30 percent chance of knowing
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
                                                
                                            
                                                
                                                     Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
                                                
                                            
                                                
                                                     Stone. Your Constitution increases by 2, to a maximum of 20.
Gifts of the Creator. You have proficiency with Brewer's Supplies, Mason's Tools, and Smith's Tools.
One with the Forge. You have Immunity
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90
A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg
                                                
                                            
                                                
                                                     makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
                                                
                                            
                                                
                                                     after you spend the requisite amount of time reading and studying the book.
Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
                                                
                                            
                                                
                                                     by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The egg hunter can breathe air and water.Multiattack. The egg hunter makes two Egg Tooth attacks.
Egg Tooth. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
                                                
                                            
                                                
                                                     new eggs, which hatch inside the dragon egg’s shell in 1d6 days. The egg hunter hatchlings burst forth 1d4 days later, using the needlelike egg tooth that extends from their heads. They are
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     after 3 (1d6);{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Days"} days, with all its hit points restored.
Incorporeal Movement. The foresworn can move through other creatures and objects as
                                                
                                            
                                                
                                                     against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After
                                                
                                            
                                                
                                                     completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Avi expends a spell slot of 2nd level or higher, the extra damage increases by 1d6;{"diceNotation":"1d6
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    . After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and
                                                
                                            
                                                
                                                     the initiative order. If this wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later.
Change Shape. The jiangshi polymorphs into a Beast, a Humanoid, or an Undead
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
                                                
                                            
                                                
                                                     days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    ", "rollType":"roll", "rollAction":"Self-Preservation"}.Since the Mournland’s earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades’ bloody conquest of the
                                                
                                            
                                                
                                                     advantage on Strength checks and Strength saving throws.
When Glaive makes a melee weapon attack, she gains a +4 bonus to the damage roll.
Glaive’s speed increases to 50 feet.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
                                                
                                            
                                                
                                                     days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales
                                                
                                            
                                                
                                                     below.
Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake. The drake has a burrowing speed of 20 feet and
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     dragon;ancient or adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following
                                                
                                            
                                                
                                                     (your choice).
Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     increases by 5 feet.
Sneak Attack (1/Turn). Viari deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon attack and has
                                                
                                            
                                                
                                                     attacker.A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     can continue to feed on a corpse’s memories for days after its death.
If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge
                                                
                                            
                                                
                                                     the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target has the unconscious condition for 1 hour. If a memory
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ;s a hidden thieves’ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.
The villain’s challenge rating increases while the
                                                
                                            
                                                
                                                     to poison damage.
If the villain dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Flame Strike"} for each
                                                
                                            
                                                
                                                     Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     playing the harp, you can cast the heroes' feast spell from it. Once this property is used, it can’t be used again until 1d10 + 10 days have passed.
Soothing Melody. As an action, you can use
                                                
                                            
                                                
                                                     the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ’s a hidden thieves’ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.
The villain’s challenge rating increases while the
                                                
                                            
                                                
                                                     resistance to poison damage.
If the villain dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
                                                
                                            
                                                
                                                    , the flora and fauna return to normal levels, and its river dries out over the course of 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Regional Effect Fade Days"} days. All other effects
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     challenge rating of an ancient or adult time dragon;adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
                                                
                                            
                                                
                                                     area take 10 minutes or 2 hours (your choice).
Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                    ","rollType":"roll","rollAction":"Days"} days if the dragon dies.
Upper Caves. The dragon most often sleeps in the largest upper chamber of the lair. The dragon’s hoard is divided between that
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee
                                                
                                            
                                                
                                                    . The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     kill intruders.
The villain’s challenge rating increases while the villain is in this lair:
Otherworldly Corrupter. Challenge 18 (20,000 XP)
Lair Actions
On initiative count 20 (losing
                                                
                                            
                                                
                                                    ":"roll", "rollAction":"Days"} days.PsychicChange Shape. The corrupter magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the corrupter is reduced to 0 hit points or uses a bonus action to end it.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                    . This property of the lair vanishes after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Days"} days if the dragon dies.
Upper Caves. The dragon most often sleeps in the largest upper
                                                
                                            
                                        






