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Returning 35 results for 'deception inhabited are breathe'.
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Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury.Lightning, ThunderCold
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
dragon turtle wyrmling shares food with a giant octopus in exchange for the octopus pilfering baubles from passing ships.
4
A dragon turtle wyrmling lairs in a geyser inhabited by steam mephit;steam
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
neighbors take precedence.
Dragon Turtle Lair Features
The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
centuries House Cannith has helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and
successful tavern in Khyber’s Gate. This bar is a safe haven for all within it, regardless of species or politics; once you make it through the door, you can breathe easy.
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->Lost Mine of Phandelver
)
CHA
15 (+2)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30
ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Arcana +3, Deception
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
CHA
13 (+1)
Skills Deception +3, Stealth +2
Damage Resistances bludgeoning from nonmagical attacks
Damage Immunities acid
Senses blindsight 30 ft., passive Perception 13
Languages
Olman, Primal
Challenge 4 (1,100 XP)
Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 20 +5 +5
Wis 17 +3 +10
Cha 22 +6 +6
Skills Deception +13, Perception +17, Persuasion +13, Stealth +8
Immunities Poison; Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 22 (XP 41,000, or 50,000 in lair; PB +7)
Traits
Amphibious. The dragon can breathe air and water
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Dungeon Ecology An inhabited dungeon has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep, just as creatures in the wilderness do. Predators need to be able to
against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and their goblinoid thralls, the adventurers might try to incite the goblins
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to
darkvision 120 ft., passive Perception 11
Languages Aquan, Draconic
Challenge 17 (18,000 XP)
Amphibious. The dragon turtle can breathe air and water.
Actions
Multiattack. The dragon turtle makes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves’ cant
Challenge 3 (700 XP)
Shapechanger. The deep
carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
characters can use Charisma checks (applying Persuasion, Intimidation, or perhaps Deception skills, as appropriate) to get it to accept a lower amount; each successful DC 15 check reduces the amount he
) Proficiency Bonus +2
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two Rend attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Linda Lithén
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 16 +3 +3
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +7, Stealth +4
Immunities Poison; Poisoned
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
or play groups against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and the grimlocks they rule, the adventurers might try to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Poison; Poisoned
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
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +7, Stealth +4
Immunities Poison; Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
Magic Items
Infernal Machine Rebuild
seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks.
22
You can cast the gaseous form spell on
Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.
Your personal tastes reverse, such that your favorite
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the world, it would likely be a tempest caller. Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
12(+1)
CON
25(+7)
INT
20(+5)
WIS
17(+3)
CHA
19(+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17,
Persuasion
)
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
100 ft.
STR
27 (+8)
DEX
14 (+2)
CON
22 (+6)
INT
24 (+7)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws Wis +10, Cha +10
Skills Arcana +13, Deception +10, Perception +10
Damage
ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the magic of dragons.
Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a
forbidden lore.
Wizard. Study arcane magic and master spells for every purpose. Then embody the...
Abjurer to shield allies and banish foes.
Diviner to learn the multiverse’s secrets.
Evoker to create explosive effects.
Illusionist to weave spells of deception.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape
marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren’t always malicious in their deception, but embellishments suit their fancy. Marids consider
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
(+2)
CHA
14(+2)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your being, shaping the power to your will. Then channel...
Aberrant Sorcery to use strange psionic magic.
Clockwork Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the
. Then embody the...
Abjurer to shield allies and banish foes.
Diviner to learn the multiverse’s secrets.
Evoker to create explosive effects.
Illusionist to weave spells of deception.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from
long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater. You
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sunlight dispels it and prevents the trap from triggering. Advice from the Spirits Any characters inhabited by the spirits of Kubazan or Moa receive advice when entering this area: Spirited Kubazan
wine is limited to 5 feet. The ability to breathe water does not help a character drowning in wine. When 10 minutes have passed, the stone block sealing the tomb rises back up to its niche in the ceiling
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kuo-toa Kuo-toa are fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in everlasting
Challenge 1/4 (50 XP)
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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(+1)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Skills Deception +6, Intimidation +6
Damage Resistances necrotic
Damage Immunities poison
Condition
) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws Wis +3, Cha +4
Skills Deception +6, Insight +3, Sleight of
can breathe air and water.
Actions
Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves’ cant
Challenge 3 (700 XP)
Shapechanger. The deep scion
isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form, the deep
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(natural armor)
Hit Points 26 (4d8 + 8)
Speed 20 ft.
STR
12(+1)
DEX
9(−1)
CON
15(+2)
INT
9(−1)
WIS
10(+0)
CHA
6(−2)
Skills Deception +2, Perception +2
rolling a d20 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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Deception +5, Perception +4, Stealth +3
Senses truesight 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP) Proficiency Bonus +3
Amphibious. Bavlorna can
breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature within 10 feet of Bavlorna uses at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A
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 can see






