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Returning 35 results for 'defeat intense are breath'.
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Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Monsters
Fizban's Treasury of Dragons
":"3d6", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"psychic"} psychic damage.
Heat Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Abyssal Rift
"}. The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8);{"diceNotation":"6d8", "rollType":"damage
Monsters
The Wild Beyond the Witchlight
prefers to hurl daggers from a distance. When targeting a lone individual, especially someone he has been hired to kill, he prefers the up-close-and-personal garrote, so that he can hear the dying breath
of his hapless prey. If defeat seems likely, he quaffs his potion of invisibility and flees.
League of Malevolence
The League of Malevolence is an odious assemblage of villains united in one purpose
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Desiccating Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
Monsters
Fizban's Treasury of Dragons
and it has disadvantage on attack rolls until the end of its next turn. On a successful save, the creature is immune to this hollow dragon’s Sapping Presence for 24 hours.
Radiant Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The hollow dragon exhales radiant flames in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity
Monsters
Spelljammer: Adventures in Space
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
":"12d10","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
Monsters
Spelljammer: Adventures in Space
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
Monsters
Candlekeep Mysteries
is successful or the effect ends for it, the creature is immune to the Zikzokrishka’s Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Lightning Breath"}. Zikzokrishka exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. Polukranos can hold its breath for 1 hour.
Legendary Resistance (3/Day). If Polukranos fails a saving throw, it can choose to succeed instead.
Multiple
the minds and lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Monsters
Fizban's Treasury of Dragons
damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 60-foot cone. Each
creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
Monsters
Fizban's Treasury of Dragons
"} slashing damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 90-foot cone. Each
creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
Orb of Dragonkind
Legacy
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Magic Items
Basic Rules (2014)
(or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to
fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
damage.
Heat Breath (Recharge 6). The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8) fire damage on a
chapter 3). Sardior’s champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
to terms with Captain Grimzod Gargenhale, who confesses that Xaryxian vessels have all but destroyed his fleet. His badly damaged flagship, the Last Breath, is all that remains after multiple
engagements with the astral elves. The vampirate captain nevertheless still vows to destroy the Xaryxian Empire, but unbeknownst to him, his crew is on the verge of mutiny after their latest defeat.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Encounter with Iymrith This encounter takes place after the adventurers return to area 6 from area 11, having delivered one or more giant relics and chosen a giant lord to defeat. Iymrith appears as
crew deals damage to her, she destroys the airship’s balloon with her breath weapon and casts ice storm on the crew. The dragon cultists, if they’re still aboard the airship, recognize her and stay out
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP
.
Steam Breath (Recharge 5–6). The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Optional Encounter If the characters are struggling or you worry about their ability to defeat the dracolich at the end of the adventure, this encounter adds a “here comes the cavalry” possibility to
dragon turtle stat block with the following changes: It speaks Draconic and Terran. It lacks a swimming speed and the Amphibious trait. Its breath weapon is a 60-foot cone of abrasive sand instead of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
garrote, so that he can hear the dying breath of his hapless prey. If defeat seems likely, he quaffs his potion of invisibility and flees. Zarak
Medium Humanoid (Orc), Chaotic Evil
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
defeat, the beast might reappear as a Nyxborn being and begin its legend anew. Ironscale Hydra Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to
. When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8) acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five
will. Once you have used this property, it can’t be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from.
2 A red dragon’s fiery breath is the only means of completing an
master can defeat the consort in single combat and claim a place at Tiamat’s side.
4 A balor demon hopes an ancient red dragon’s dragonsight can help the demon coordinate a multidimensional play for power in the Abyss.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
other creatures in the lair.
5 A young shadow dragon is attended by the shadows formed from the dragon’s breath, even though the dragon despises these Undead.
6 A young shadow dragon has
common foes.
4 An adult shadow dragon and a beholder share a precarious bond, allied against an ancient sapphire dragon neither can defeat alone.
5 An adult shadow dragon is gathering a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chains stretch across the cavern, apparently to shuttle multi-ton buckets of ore across the lava. The heat takes your breath away, brings water to your eyes, and bakes your skin. From where you stand
. Despite their best efforts, the firenewts have been unable to force the door or defeat the locks. Locked Door. The door’s upper lock is embedded in an adamantine frame resembling a stylized form of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom
immune to the dragon’s Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in Xanathar’s Guide to Everything
Moradin The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath. Moradin is the master of
foes. Clangeddin encourages dwarf warriors to venture out of the stronghold in search of foes to defeat. He particularly hates goblinoids, giants, and dragons. He compels his followers to seek out and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their
the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to bear against the dragon’s teeth, claws, and fiery breath. But the dwarves know that if they allow the dragon access to the fortress’s innermost chambers, the fight is all but over. White Dragons
reminisce over the defeat of a dragon, or weep as they recall the death of a beloved elder.
In contrast to clan gatherings, dwarves who drink alone invariably become morose and sullen — when
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic spell or similar effect, the Soulmonger radiates an intense aura of necromantic magic. Destroying the Soulmonger not only ends the effects of the death curse (see the introduction to the
. Acererak’s Defeat If Acererak drops below 100 hit points, he casts teleport on his next turn and flees. As he departs, read: “We’ll meet again, fools!” says the lich. “And on that day, you will die!” With
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
and attacks. Despite his youth, Sparkrender is a fearsome foe and a loathsome villain. He uses Breath Weapon on his first turn and every round it is available thereafter. (Clever characters can try to
use the statues for cover from the dragon’s breath; see “Cover” in the Basic Rules.) Consider having the wyrmling deliver short lines of dialogue on each of his turns, inspired by the following
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Hostile toward all who approach. As an Influence action, a character can try to convince Armin that the characters are strong enough to defeat Sunset-Is-Nigh. The character makes a DC 13 Charisma
; before succumbing to her wounds, Death-at-Sunset unleashed her poisonous breath on dozens of elves, who died painful, choking deaths in her tunnels. Before waking, a dreaming character perceives a final image of the dragon’s enormous corpse filling an underground cavern.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
containing 20 gp and a pair of polished bloodstones worth 50 gp each. Development If the characters defeat these hobgoblins and then leave this part of the dungeon, the guards are replaced by the
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room opens up directly underneath the Barn Door tower. Four ten-foot-long metal cylinders protrude from the twenty-foot-high ceiling, glowing with intense heat and shedding bright embers that rain down
. Otherwise, describe the rest of the room: The floor of the room is covered in scorch marks that grow darker and more intense closer to the center. Two sections of wall have crumbled, one on the staircase
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
song coming from the eastern passage. Dwellings carved in the walls of this cavern have been torn asunder by some intense force. Ruins of several dwellings resemble gaps in the walls and piles of rubble
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see






