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                        Returning 35 results for 'defeat intent are breath'.
                    
                
                        
                            
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                                        defeat insect are breathe
                                    
                                
                                    
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                                        deflect intend 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 hydraâs defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     (9d6 + 3);{"diceNotation":"9d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Breath Weapon (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction
                                                
                                            
                                                
                                                    ":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    : 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Scintillating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType
                                                
                                            
                                                
                                                    ":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     is successful or the effect ends for it, the creature is immune to the Zikzokrishkaâs Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5â6);{"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
                                                    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 hydraâs defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
Scintillating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature
                                                
                                            
                                                
                                                     in that area must make a DC 12 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant
                                                
                                            
                                        
                                                     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 5â6);{"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
                                                    
                                                
                                            
                                                    ", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5â6);{"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
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"slashing"} slashing damage.
Scintillating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in
                                                
                                            
                                                
                                                     a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"slashing"} slashing damage.
Scintillating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 90
                                                
                                            
                                                
                                                    -foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "} slashing damage.
Desiccating Breath (Recharge 5â6);{"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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     damage.
Desiccating Breath (Recharge 5â6);{"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
                                                
                                            
                                        
                                                    Orb of Dragonkind
                                                    
    
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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->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     that Kelek has stolen Uniâs horn and fled through a portal, intent on using the horn to fuel a ritual. Inside the Crystal Ball. The characters follow Kelek into a demiplane inside Vengerâs Crystal Ball
                                                
                                            
                                                
                                                    . Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uniâs horn to the unicorn to reverse Kelekâs magic.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     aberrations and other extraplanar threats. Even in defeat, the daelkyr sowed seeds of madness in the Marches. Followers of the Cults of the Dragon Below remain scattered across the region. Some of these
                                                
                                            
                                                
                                                     cults work with mind flayers and other aberrations. Others have no evil intent but are driven by dangerous delusions.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     body. The bone-dry air makes each breath burn hot and taste of the baked earth.
 Below you, about fifty feet away, a camel watches two desert nomads unearth a hulking stone golem half-buried in the
                                                
                                            
                                                
                                                     sand. Intent on their investigation of the golem, they donât notice your arrival.
 The two desert nomads (use the bandit stat block) and a camel they call Old Stink (for good reason) hail from a Bedine
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     challenge from a champion of Mogis who is intent on destroying the characters and anyone they hold dear. Iroas exalts winners, but even a narrow defeat is still a defeat. An opponent who has no qualms
                                                
                                            
                                                
                                                     table suggests a few adventures the godâs champions might involve themselves in. Iroasâs Quests    d6 Adventure Goal 
     1  Defeat Returned bandits who are terrorizing the polis. 
   2  Defend a
                                                
                                            
                                        
                                                     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 airshipâs balloon with her breath weapon and casts ice storm on the crew. The dragon cultists, if theyâre still aboard the airship, recognize her and stay out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     have peaceful intent (most likely because they saw through the dryad-hagsâ ruse, or they simply want to assess Banrionâs nature themselves), they can approach unarmed and announcing themselves. With
                                                
                                            
                                                
                                                     appropriate roleplaying or a DC 16 Charisma (Persuasion) check, Banrion accepts that the characters mean her no harm. If the hags are still at large, she beseeches the characters to help her defeat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     wilderness, she has returned to Zinda intent on vengeance. Kala entered into a pact with a biza, a type of vengeful spirit versed in sinister magic. In exchange for Kala murdering people for the biza to
                                                
                                            
                                                
                                                     motherâparticularly targeting their adult, firstborn heirs. Her deep rage at the Kings of Coin and Zinda is rivaled only by her joyful reverence for the spiritual world. Breath of Vengeance Moments
                                                
                                            
                                        
                                                     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 âhere comes the cavalryâ 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->Storm King's Thunder
                                                    
                                                
                                            
                                                    . Sansuri attacks characters who are clearly being disrespectful or deceptive. She also turns on those who seem intent on robbing her. If she loses more than half her hit points, Sansuri casts a fly
                                                
                                            
                                                
                                                     spell on herself, retreats to her tower (areas 31âarea 33), and leaves the castleâs other denizens to fend for themselves. If her defeat seems inevitable, Sansuri bargains for her life and, under such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     intent of pitting them against Halaster. She mentions that the Mad Mage has a private sanctuary on this level (area 45), hoping theyâll try to rob it and create a big enough distraction for her and her
                                                
                                            
                                                
                                                     unconscious. The first time the adventurers defeat a particular animated archmage statue, they receive XP for it as with any creature defeated in combat. Subsequent victories against that statue donât provide
                                                
                                            
                                        
                                                     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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The
                                                
                                            
                                                
                                                     ideal lookout point for any sea-based threats. The Final Enemy The three competing factions in Saltmarsh unite in an effort to defeat the sahuagin threat. Both the traditionalists and the loyalists
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the
                                                
                                            
                                                
                                                     put aside their age-old rivalries. Will the people of the Realms stand and oppose the forces of dragonkind, or will they fall amid waves of dragon breath? Tyranny of Dragons tells the complete tale
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the
                                                
                                            
                                                
                                                     them to put aside their age-old rivalries. Will the people of the Realms stand and oppose the forces of dragonkind, or will they fall amid waves of dragon breath? Tyranny of Dragons tells the complete
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the
                                                
                                            
                                                
                                                     them to put aside their age-old rivalries. Will the people of the Realms stand and oppose the forces of dragonkind, or will they fall amid waves of dragon breath? Tyranny of Dragons tells the complete
                                                
                                            
                                        
                                                     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 Masterâs 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 canât 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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     appear intent on destroying Ezzat, the lich accuses them of being the unwitting tools of the Mad Mage. He uses all the magic at his disposal to get rid of them. See areas 16 and 17 for more information
                                                
                                            
                                                
                                                     writes of wanting to use wish â a spell he does not yet know â to forge an alliance with Jhesiyra, defeat Halaster, and end the Mad Mageâs reign in Undermountain forever. (The lich doesnât realize
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     concerned is the disappearance of a delegation traveling overland from the city of Mirabar to Waterdeep. The delegation stopped in the tiny village of Beliard, where the members mentioned their intent
                                                
                                            
                                                
                                                     reclusive orders, but these outposts serve Elemental Evil. When the characters infiltrate or defeat these disguised groups of cultists, they discover that each Haunted Keep guards a passage leading to a huge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    , either unwittingly or with the intent of exploring, apply the effects described below according to the areas they enter. Unless otherwise noted, creatures can leave an area whenever they desire, by either
                                                
                                            
                                                
                                                     shortness of breath after 3 rounds and begins to suffocate after 3 more rounds. River. Those who enter the river for the first time on a turn must succeed on a DC 15 Intelligence saving throw or forget how
                                                
                                            
                                        






