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                        Returning 15 results for 'decreases instincts are breathe'.
                    
                
                        
                            
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                                        decrees instincts are breath
                                    
                                
                                    
                                        decreases instances are breath
                                    
                                
                                    
                                        decreases instances are breathe
                                    
                                
                                    
                                        decreases instinct are breath
                                    
                                
                                    
                                        deceased instincts are breathy
                                    
                                
                        
                    
                
                        
                                                     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
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die
                                                
                                            
                                                
                                                     strong instincts of self-preservation. When a snapping hydra feels a battle's odds tipping out of its favor, the hydra lets out a raspy screech and retracts into its shell. In the wilds of Eldraine
                                                
                                            
                                        
                                                     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->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->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     and strong instincts of self-preservation. When a snapping hydra feels a battle’s odds tipping out of its favor, the hydra lets out a raspy screech and retracts into its shell. In the wilds of
                                                
                                            
                                                
                                                     —
 Challenge 11 (7,200 XP) Proficiency Bonus +4
 Amphibious. The hydra can breathe air and water.
 Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     smaller creature, 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    ). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
 Shark Telepathy. The sahuagin can magically control
                                                
                                            
                                                
                                                    
 Languages Common, Giant, Primordial (Aquan)
 CR 2 (XP 450; PB +2)
 Traits
 Amphibious. The hag can breathe air and water.
 Coven Magic. While within 30 feet of at least two hag allies, the hag can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     (XP 1,800; PB +3)
 Traits
 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
                                                
                                            
                                                
                                                     condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental’s turns. The elemental can grapple one Large creature or up to two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Understands Deep Speech but can’t speak
 CR 4 (XP 1,100; PB +2)
 Traits
 Amphibious. The chuul can breathe air and water.
 Sense Magic. The chuul senses magic within 120 feet of itself. This
                                                
                                            
                                                
                                                     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.
 Cloaker Large Aberration, Chaotic Neutral
 AC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
 Deva Medium Celestial (Angel), Lawful Good
 AC 17 Initiative +4 (14
                                                
                                            
                                                
                                                    )
 Traits
 Amphibious. The dragon can breathe air and water.
 Actions
 Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
 Bite. Melee Attack Roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    )
 Traits
 Amphibious. The giant can breathe air and water.
 Actions
 Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
 Storm Sword. Melee Attack Roll: +14
                                                
                                            
                                                
                                                     Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target’s Hit Point maximum decreases by an
                                                
                                            
                                        





