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                        Returning 35 results for 'dealing insight are breathe'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
                                                
                                            
                                                
                                                     a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
                                                
                                            
                                                
                                                    ), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Amphibious. The koalinth can breathe air and water.
Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage
                                                
                                            
                                                
                                                     its action to make a DC 12 Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
                                                
                                            
                                                
                                                     collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
                                                
                                            
                                                
                                                    . Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
                                                
                                            
                                                
                                                     effectively another sapient being’s face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
                                                
                                            
                                                
                                                    . Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
                                                
                                            
                                                
                                                     imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of the Fetid Gaze are within 30 feet of one another, they can each cast the following spells from
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
                                                
                                            
                                                
                                                     allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.Multiattack. The herald makes one Claw attack
                                                
                                            
                                                
                                                     from the world, storm giants sometimes stray into the orbit of such creatures, perhaps while seeking insight into some omen, vision, or prophecy. Kraken;Krakens, aboleth;aboleths, and Great Old Ones
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
                                                
                                            
                                                
                                                     a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water and air but not food or sleep
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
                                                
                                            
                                                
                                                     with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                                
                                                     restrained condition, has total cover, and can’t breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn’t buried, can make a DC 17 Strength
                                                
                                            
                                        
                                                    Green Hag
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                     with a successful DC 14 Wisdom (Insight) check.Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4
                                                
                                            
                                        
                                                    Green Hag (Coven Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                     with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard
                                                
                                            
                                        
                                                    Kuo-toa
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can
                                                
                                            
                                                
                                                     can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without
                                                
                                            
                                        
                                                    Acolyte
                                                    
    
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                                                     Backgrounds
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
 
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
                                                
                                            
                                                
                                                     society among my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     in your faction (though you can choose to do so), and it might enhance your status in the faction.
 
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your
                                                
                                            
                                                
                                                     dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2
Charity. I always
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your
                                                
                                            
                                                
                                                     (though it might cause more problems than it solves when you’re dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , or even an occult group that served a fiendish master that you now deny. 
 
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
                                                
                                            
                                                
                                                     on me.
8
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     out. Any digging, however, will result in further movement of the rubble, dealing 2 (1d4) bludgeoning damage to each digger. Each digger must also succeed on a DC 13 Dexterity saving throw or be
                                                
                                            
                                                
                                                     buried by the rubble, taking another 7 (3d4) bludgeoning damage. If the saving throw fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can’t breathe until dug out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
                                                
                                            
                                                
                                                     to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
                                                
                                            
                                                
                                                     to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    )
 Hit Points 85 (10d10 + 30)
 Speed 30 ft., swim 30 ft.
  STR
 17 (+3)
 DEX
 12 (+1)
 CON
 16 (+3)
 INT
 15 (+2)
 WIS
 16 (+3)
 CHA
 12 (+1)
 
 Skills Deception +3, Insight +5, Stealth
                                                
                                            
                                                
                                                     +3
 Senses blindsight 30 ft., passive Perception 13
 Languages Olman
 Challenge 3 (700 XP)
 Amphibious. Kalka-Kylla can breathe air and water.
 False Appearance. While Kalka-Kylla remains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    )
 
  DEX
 12 (+1)
 
  CON
 16 (+3)
 
  INT
 14 (+2)
 
  WIS
 10 (+0)
 
  CHA
 18 (+4)
Skills Arcana +5, Deception +7, Insight +3, Persuasion +7
 Damage Resistances acid, lightning
                                                
                                            
                                                
                                                    , thunder
 Senses passive Perception 10
 Languages Aquan, Common
 Challenge 6 (1,100 XP)
 Amphibious. Shoalar can breathe air and water.
 Innate Spellcasting. Shoalar’s innate spellcasting ability is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Insight +4, Perception +7, Stealth +3
 Immunities Lightning
 Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
 Languages Common, Draconic
 CR 8 (XP 3,900; PB +3)
 Traits
                                                
                                            
                                                
                                                    
 Amphibious. The dragon can breathe air and water.
 Actions
 Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
 Rend. Melee Attack Roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
      Ability Score Mod Save 
    Int  16  +3  +3 
  Wis  13  +1  +5 
  Cha  20  +5  +5 
   
 Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
 Immunities Fire
 Senses Blindsight
                                                
                                            
                                                
                                                     30 ft., Darkvision 120 ft.; Passive Perception 19
 Languages Common, Draconic
 CR 10 (XP 5,900; PB +4)
 Traits
 Amphibious. The dragon can breathe air and water.
 Actions
 Multiattack. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , Perception +2
 Senses darkvision 60 ft., passive Perception 12
 Languages Common, Goblin
 Challenge 2 (450 XP)
 Amphibious. The koalinth can breathe air and water.
 Martial Advantage. Once per
                                                
                                            
                                                
                                                     restrained. A creature can use its action to make a DC 12 Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Lightning
 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
 Languages Draconic
 CR 2 (XP 450; PB +2)
 Traits
 Amphibious. The dragon can breathe air and water.
 Actions
                                                
                                            
                                                
                                                     
  Cha  17  +3  +3 
   
 Skills Insight +4, Perception +7, Stealth +3
 Immunities Lightning
 Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
 Languages Common, Draconic
 CR 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    )
 
  DEX
  12 (+1)
 
  CON
  14 (+2)
 
  INT
  12 (+1)
 
  WIS
  16 (+3)
 
  CHA
  10 (+0)
Saving Throws Wis +6
 Skills Insight +6, Perception +6
 Senses darkvision 120 ft., passive
                                                
                                            
                                                
                                                     Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
 Shark Telepathy. The high priestess can magically command
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    )
 
  DEX
 12 (+1)
 
  CON
 14 (+2)
 
  INT
 12 (+1)
 
  WIS
 16 (+3)
 
  CHA
 10 (+0)
Saving Throws Wis +6
 Skills Insight +6, Perception +6
 Senses darkvision 120 ft., passive
                                                
                                            
                                                
                                                     Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
 Shark Telepathy. The high priestess can magically command any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Fire
 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
 Languages Draconic
 CR 3 (700 XP; PB +2)
 Traits
 Amphibious. The dragon can breathe air and water.
 Actions
 Multiattack
                                                
                                            
                                                
                                                     Score Mod Save 
    Str  23  +6  +6 
  Dex  14  +2  +6 
  Con  21  +5  +5 
      Ability Score Mod Save 
    Int  16  +3  +3 
  Wis  13  +1  +5 
  Cha  20  +5  +5 
   
 Skills Insight +5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    )
 INT
 17 (+3)
 WIS
 10 (+0)
 CHA
 16 (+3)
 
 Saving Throws Int +7, Wis +4
 Skills Arcana +7, Insight +4
 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from
                                                
                                            
                                                
                                                    ) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the
                                                
                                            
                                        






