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Returning 35 results for 'defend inside are breathing'.
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Magic Items
Dungeon Master’s Guide
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
Magic Items
Dungeon Master’s Guide
minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
Magic Items
Dungeon Master’s Guide
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside
Magic Items
Dungeon Master’s Guide
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
Magic Items
Stranger Things: Welcome to the Hellfire Club
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
Monsters
Storm King's Thunder
breathing
Roleplaying Information
Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He
small.”
Bond: “I’d give my life to defend my king and his royal line.”
Flaw: “I never question orders.”Lightning, ThunderCold
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures
inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created
, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created
, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a
Apparatus of Kwalish
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
Monsters
Spelljammer: Adventures in Space
, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The
shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling
Monsters
Fizban's Treasury of Dragons
beholder-like creature with draconic features.
An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath
defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.
Monsters
Planescape: Adventures in the Multiverse
were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"force"} force
from place to place between blasts to confound their foes.
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their
Monsters
Candlekeep Mysteries
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an object.
Legendary Resistance (3/Day). If
the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her
Monsters
Strixhaven: A Curriculum of Chaos
throw or become poisoned until the end of its next turn. If Beledros ends this move inside an object, she takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Miasmal Flow
. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature of her philosophy and magic, she views the more
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
him.
The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy
Bag of Holding Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy
Bag of Holding Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly
somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly
somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate
torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate
torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be
Monsters
Fizban's Treasury of Dragons
sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
.
2
An adult sapphire dragon employs a dao to help shape and defend the dragon’s lair, and the dao maintains a portal to the Elemental Plane of Earth there.
3
An adult sapphire dragon
Monsters
Fizban's Treasury of Dragons
conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their
easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and
the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an
, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Thanoi Hunter Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they
can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.”
The mill is about 500 feet from the keep. The distance is






