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                        Returning 35 results for 'defense instance are breath'.
                    
                
                        
                            
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                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Hold Breath. Krull can hold his breath for 1 hour.
Inescapable Destruction. Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Spellcasting. Krull is a 14th-level
                                                
                                            
                                                
                                                    ":"damage","rollDamageType":"necrotic"} necrotic damage.
Shell Defense. Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Hold Breath. The tortle can hold its breath for 1 hour.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 4 (1d4
                                                
                                            
                                                
                                                    ":"Light Crossbow", "rollDamageType":"piercing"} piercing damage.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead.
Mental Defense. While the dragonborn is wearing no armor, its AC includes its Intelligence
                                                
                                            
                                                
                                                    ":"3d6", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"psychic"} psychic damage.
Heat Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Abyssal Rift
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Hold Breath. The tortle can hold its breath for 1 hour.Multiattack. The tortle makes four Claw attacks or two Nature’s Wrath attacks.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
                                                
                                            
                                                
                                                    ;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Nature's Wrath (Thunder)", "rollDamageType":"thunder"}.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     enormous creatures that resemble limbless, wingless dragons, though they lack a dragon’s breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world
                                                
                                            
                                                
                                                     beanstalk wurms as a first line of defense against those who would ascend massive beanstalks—also known as Everstalks—to intrude on their lofty palaces. Beanstalk wurms lie coiled along the
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
                                                
                                            
                                                
                                                    ","rollAction":"Lightning Breath"}. The dragon exhales lightning in a 120-Â-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature
                                                
                                            
                                                
                                                     in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Debilitating Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"thunder"} thunder damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating Breath
                                                
                                            
                                                
                                                     (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Debilitating Breath", "rollDamageType":"thunder"} thunder damage and is incapacitated until the end of its next turn. On a successful
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    +8", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating
                                                
                                            
                                                
                                                     Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Debilitating Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Debilitating Breath"}. The
                                                
                                            
                                                
                                                    );{"diceNotation":"8d10","rollType":"damage","rollAction":"Debilitating Breath","rollDamageType":"thunder"} thunder damage and is incapacitated until the end of its next turn. On a successful save, the
                                                
                                            
                                        
                                                    Tortle Druid
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    The Tortle Package
                                                    
                                                
                                            
                                                    Hold Breath. The tortle can hold its breath for 1 hour.
Spellcasting. The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4
                                                
                                            
                                                
                                                     hands.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    The Tortle Package
                                                    
                                                
                                            
                                                    Hold Breath. The tortle can hold its breath for 1 hour.Claws. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 4 (1d4
                                                
                                            
                                                
                                                     Crossbow","rollDamageType":"piercing"} piercing damage.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving
                                                
                                            
                                        
                                                    Ancient Blue Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Breath"}. The dragon exhales lightning in a 120-Âfoot line that is 10 feet wide. Each creature
                                                
                                            
                                                
                                                     in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10);{"diceNotation":"16d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning"} lightning damage on a
                                                
                                            
                                        
                                                    Adult Blue Dragon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Breath"}. The dragon exhales lightning in a 90-Âfoot line that is 5 feet wide. Each creature in
                                                
                                            
                                                
                                                     that line must make a DC 19 Dexterity saving throw, taking 66 (12d10);{"diceNotation":"12d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning"} lightning damage on a
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
                                                
                                            
                                                
                                                     plants of all kinds, and am loath to harm them.
3
A healer nursed me to recovery from a mortal illness.
4
I’ll sing the invitation of Mat’Selesnya with my dying breath.
5
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     its officers. For instance, the captains of the highest-ranking banners can expect their orders to be followed by the captains of any banners of lower rank.
Rank and responsibility aren’t
                                                
                                            
                                                
                                                     a powerful magic item), by fine performances (writing and performing a great ballad about the legion), by designing and constructing a great defense or monument, and through other means. But the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Do the AC bonuses from a Ring of Protection and Bracers of Defense stack? Yes. In general, bonuses stack unless the text explicitly says otherwise (such as effects from the same spell). For instance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     calculations, such as a monk’s Unarmored Defense, prohibit the use of a shield. Once you have your base AC, it can be temporarily modified by situational bonuses and penalties. For instance, having half
                                                
                                            
                                                
                                                     Defense (Barbarian): 10 + your Dexterity modifier + your Constitution modifier. Unarmored Defense (Monk): 10 + your Dexterity modifier + your Wisdom modifier. Draconic Resilience (Sorcerer): 13 + your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Sardior’s breath. Dragonborn of Sardior
 Medium Humanoid, Typically Neutral
 Armor Class 17 (Mental Defense)
 Hit Points 75 (10d8 + 30)
 Speed 30 ft., fly 30 ft. (hover)
   STR
  14 (+2) 
 
  DEX
                                                
                                            
                                                
                                                     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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 1 hour. Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You
                                                
                                            
                                                
                                                     proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. Shell Defense. You can withdraw into your shell as an action. Until you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     Aquan, Common
 Challenge 1/4 (50 XP)
 Hold Breath. The tortle can hold its breath for 1 hour.
 Actions
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage
                                                
                                            
                                                
                                                     Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
 Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Perception 11
 Languages Aquan, Common
 Challenge 1/4 (50 XP)
 Hold Breath. The tortle can hold its breath for 1 hour.
 Actions
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
                                                
                                            
                                                
                                                    .
 Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
 Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Aquan, Common
 Challenge 1/4 (50 XP) Proficiency Bonus +2
 Hold Breath. The tortle can hold its breath for 1 hour.
 Actions
 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
                                                
                                            
                                                
                                                     two hands in melee.
 Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
 Shell Defense. The tortle withdraws into its shell. Until it emerges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     perform extraordinary feats that come naturally to them (a beholder’s flight, a vampire’s charming gaze, a dragon’s breath weapon, and so forth). Creatures with the necessary talent and skill can also
                                                
                                            
                                                
                                                     manipulate the Weave to perform magic by casting spells. The Weave isn’t normally visible or detectable, even through the use of spells. Detect magic doesn’t let you perceive the Weave, for instance. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Griffon Cavalry Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard light out from the Peaktop Aerie atop Mount
                                                
                                            
                                                
                                                     actually leap off their mounts into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the death blow, distracted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain
                                                
                                            
                                                
                                                    . Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     treasure or food. Those who challenge him become targets of his breath weapon. When fighting, Glazhael clings to the ceiling whenever possible, using his breath weapon and Frightful Presence to start
                                                
                                            
                                                
                                                    . If that doesn’t scare the characters off, he makes melee attacks until his breath weapon recharges. If dropped to fewer than 40 hit points, he flees. He can navigate even the narrow tunnels by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
                                                
                                            
                                                
                                                     words, Gargenhale tells any belligerent or opportunistic characters that his crew has already died once—and they won’t hesitate to do so again in defense of their ship. In conversation, Gargenhale is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
 The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
                                                
                                            
                                                
                                                     swiftly on land and retains its 50-foot walking speed. Change its lightning breath to deal thunder damage. This represents its discombobulating roar. The enraged whirlwyrm fights to the death. Mike
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     of treasure or food. Those who challenge him become targets of his breath weapon. When fighting, Glazhael clings to the ceiling whenever possible, using his breath weapon and Frightful Presence to
                                                
                                            
                                                
                                                     start. If that doesn’t scare the characters off, he makes melee attacks until his breath weapon recharges. If dropped to fewer than 40 hit points, he flees. He can navigate even the narrow tunnels by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    . Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell
                                                
                                            
                                                
                                                     attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     caverns of a copper dragon’s lair might be carved out or expanded by the dragon’s powerful acid breath. Copper dragon burrows are often sinuous and winding, featuring twists, turns, and dead ends. Blank
                                                
                                            
                                                
                                                      View Player Version  Copper Dragon Lair Features The copper dragon lair shown in map 5.6 is a network of tunnels and large chambers dug beneath dry, rocky hills. The dragon’s acid breath has left the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     target. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt
                                                
                                            
                                                
                                                    . Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Battle Begins This section has no set timeline or specific goals beyond involving characters in Kalaman’s desperate defense. Roll on or choose the encounters you want to run from the Defending the
                                                
                                            
                                                
                                                     close, the death dragon has already used its Cataclysmic Breath to kill four Kalaman soldiers, transforming them into zombies. Draconian Assassins While the characters are at the Trade Gate command post
                                                
                                            
                                        






