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Returning 10 results for 'degrees intend are breathe'.
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Monsters
Waterdeep: Dragon Heist
until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
She can breathe underwater.
She can survive without food and water
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
Magic Items
Waterdeep: Dungeon of the Mad Mage
the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the
air envelope is 70 degrees Fahrenheit.
When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
water within 6 miles of the dragon turtle’s lair to 100 degrees Fahrenheit.
If the dragon turtle dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in
space. The temperature within the air envelope is 70 degrees Fahrenheit. When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
on the ice. While Frostskimmr sits on an ice floe to wait for morning, three aquatic trolls, known as scrags (swim speed 30 ft., can breathe underwater), attack the ship. If the characters and crew
don’t intend to haul Frostskimmr onto an ice floe for the night, one of the scrags swims beneath the ship and wrenches a plank loose, causing a serious leak that requires the ship to be pulled onto the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the ice. While Frostskimmr sits on an ice floe to wait for morning, three aquatic trolls, known as scrags (swimming speed 30 ft., can breathe underwater), attack the ship. If the characters and crew
don’t intend to haul Frostskimmr onto an ice floe for the night, one of the scrags swims beneath the ship and wrenches a plank loose, causing a serious leak that requires the ship to be pulled onto
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
She can breathe underwater. She can survive without food and water
. She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type. She gains resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls, floor, and other rock formations. Snow whirls about on strong gusts.
When the characters first arrive, the temperature in this cave is −30 degrees Fahrenheit. The ice is frozen solid and
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters wake the tree, they can convince it to part with some of its wood with a successful DC 15 Charisma (Persuasion) check, but only if it believes they intend to perform nefarious magic with it
that grant it blindsight and tremorsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to breathe air and water
6 A fox (see appendix C) with fur that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns
squashed insects’ foul smell. Creatures that don’t need to breathe automatically succeed on this saving throw. 71–75 One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be






