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                        Returning 35 results for 'decreases inspire are breathe'.
                    
                
                        
                            
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                                        decreases inspire are breath
                                    
                                
                                    
                                        decrees inspire are breath
                                    
                                
                                    
                                        decreases inspire are breadth
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The merfolk can breathe air and water.Ocean Spear. Melee or Ranged Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Ocean Spear"}, reach 5 ft. or range 20/60
                                                
                                            
                                                
                                                    ", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
                                                
                                            
                                                
                                                     Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.Acid, Cold
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy’s space and stop there. It can move
                                                
                                            
                                                
                                                    , it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8);{"diceNotation":"2d8
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The sea serpent can breathe air and water.
Siege Monster. The sea serpent deals double damage to objects and structures.Multiattack. The sea serpent makes one Bite attack and one
                                                
                                            
                                                
                                                    "} cold damage on a failed save, or half as much damage on a successful one.Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The sea serpent can breathe air and water.
Legendary Resistance (2/Day). If the sea serpent fails a saving throw, it can choose to succeed instead.
Siege Monster. The sea serpent deals
                                                
                                            
                                                
                                                     as some of the most feared predators of the deep and inspire many sailors’ worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     shield the dragon turtle and strike at foes.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
                                                
                                            
                                                
                                                     to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     inspire your portrayal of distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am
                                                
                                            
                                        
                                                     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: +6;{"diceNotation":"1d20+6", "rollType":"to hit
                                                
                                            
                                                
                                                     by Undead, sometimes keeping them in their hoards as curios.
Creating a Topaz Dragon
Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
                                                
                                            
                                                
                                                     are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.
Creating a Topaz Dragon
Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    ’s hoard.
Creating an Amethyst Dragon
Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.
Amethyst
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     multiverse form the centerpiece of an amethyst dragon’s hoard.
Creating an Amethyst Dragon
Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     tables to inspire your portrayal of distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    .
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     to inspire your portrayal of distinctive topaz dragon characters.
Topaz Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I seek
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.
Topaz Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
  Wis  14  +2  +2 
  Cha  12  +1  +1 
   
 Senses Passive Perception 12
 Languages Common, Primordial (Aquan)
 CR 1/8 (XP 25; PB +2)
 Traits
 Amphibious. The merfolk can breathe air and water
                                                
                                            
                                                
                                                    .
 Actions
 Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Describing Horror The horrors populating your adventures can take endless forms, whether they be foes, impending events, or magical forces. Rather than just naming what the terrible thing is, inspire
                                                
                                            
                                                
                                                     moves? What parts do characters see before the whole comes into view? Up Close. What does it smell like? How does it breathe? Does it cool the air around it or bring heat wherever it goes? How does it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . Specters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks.  Specter Haunts
                                                
                                            
                                                
                                                     (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     abysses, magical springs, and whirlpools. Water elementals’ shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire
                                                
                                            
                                                
                                                     Speed decreases by 20 feet until the end of its next turn.
 Water Form. The elemental can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     keeps the water from being displaced when either door is opened. Creatures that can’t breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
                                                
                                            
                                                
                                                     successful DC 17 Strength check. Once the plug is removed, the aquarium’s water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The car’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     with Rage, and wade into hand-to-hand combat. Then follow the Path of the Berserker to unleash raw violence. Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of
                                                
                                            
                                                
                                                    , shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     still follow these orders long after their creators’ deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.
   Clay Golem Orders    1d4 The
                                                
                                            
                                                
                                                     target’s Hit Point maximum decreases by an amount equal to the Acid damage taken.
 Bonus Actions
 Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     to inspire how an otyugh tempts prey close.  Otyugh Lures   1d4 To Attract Potential Meals, the Otyugh...   1 Disguises its tentacles with garbage puppets. 2 Sings an enticing song in Otyugh. 3
                                                
                                            
                                                
                                                     condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target’s Hit Point maximum decreases by 5 (1d10) and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     from the Death Dog Malady Symptoms table to inspire symptoms spread by a death dog’s bite. These symptoms are cosmetic and don’t alter the effects of the death dog’s Bite action. The symptoms vanish
                                                
                                            
                                                
                                                     normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Lutfullina   
  Wights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.
   Wight
                                                
                                            
                                                
                                                     creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken.
 A Humanoid slain by this attack rises 24 hours later as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     creature that doesn’t have all its Hit Points.
 Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water
                                                
                                            
                                                
                                                     Long Rest. While cursed, the target can’t benefit from the Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     the Shadow Shapes table to inspire a shadow’s form and haunting.  Shadow Shapes   1d6 The Shadow Appears As...   1 A distorted stalker that lurks in the woods. 2 A fiend that dwells near a wicked
                                                
                                            
                                                
                                                     Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Tree to tap into cosmic vitality.
 Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
 Dance to harness agility in
                                                
                                            
                                                
                                                    . Then harness the...
 Life Domain to be a master of healing.
 Light Domain to wield searing, warding light.
 Trickery Domain to bedevil foes with mischief.
 War Domain to inspire valor and chastise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    . Perform spells that inspire and heal allies or beguile foes. Then join the College of...
 Dance to harness agility in battle.
 Glamour to weave beguiling Feywild magic.
 Lore to collect knowledge
                                                
                                            
                                                
                                                     wield searing, warding light.
 Trickery Domain to bedevil foes with mischief.
 War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage, and the target’s Speed decreases by 10 feet until the start of the hobgoblin’s next turn.
 Longsword. Melee Attack
                                                
                                            
                                                
                                                     table to inspire a homunculus’s form.
   Homunculus Features    1d8 The Homunculus Has Features That Are... 
     1  Bat-like with tattered wings. 
   2  Made of soft metal and delicate gears
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     to inspire the wickedness a wraith embodies.
   Wraith Manifestations    1d10 The Wraith Embodies... 
     1  The blasphemous magic of a cursed location. 
   2  The exorcised evil of a redeemed
                                                
                                            
                                                
                                                    , reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
 Create Specter. The wraith targets a Humanoid corpse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
                                                
                                            
                                                
                                                     +2)
 Traits
 Amphibious. The kuo-toa can breathe air and water.
 Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
 Actions
 Spear. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     frightened by their appearance.
 Sea hags cloak themselves in illusions to work their schemes. Roll on or choose a result from the Sea Hag Disguises table to inspire a sea hag’s illusion and how they
                                                
                                            
                                                
                                                      +1  +1 
  Cha  13  +1  +1 
   
 Senses Darkvision 60 ft.; Passive Perception 11
 Languages Common, Giant, Primordial (Aquan)
 CR 2 (XP 450; PB +2)
 Traits
 Amphibious. The hag can breathe air
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    
 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
                                                
                                            
                                                
                                                     from the Green Hag Bargains table to inspire what a green hag charges for its secrets.
 
  Green Hag Bargains    1d6 A Green Hag Trades Its Knowledge For... 
     1  A bargainer’s memories of a
                                                
                                            
                                        






