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Returning 21 results for 'degrees intended are breathe'.
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decrees intended are breath
decrees intense are breathe
degrees intend are breath
degrees intense are breath
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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 vesselâs 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 turtleâs 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->Mythic Odysseys of Theros
against being poisoned, and you have resistance to poison damage. You donât need to eat, drink, or breathe. You are immune to disease. You donât need to sleep, and magic canât put you to sleep. Sentryâs
.
5 Purphoros intended me to carry on his work by making even greater creations of my own.
6 Someone in Mount Velus implanted a terrible secret within me in order to smuggle it out into the world.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
â refers to the itemâs bearer. Magic Itemâs Creator or Intended User 1d20 Creator or Intended User 1 Aberration. The item is ancient. At a glance, it seems to be covered with mucus. 2 Celestial
unaffected. 16 Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. 17 Unbreakable. The item canât be broken. Special means must be used to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Flourishing Giants You might set your campaign in a world where giants still rule over smaller peoplesâas Annam intended, the giants might say. This world could be the ancient past of a setting such as
hold ranks based on their position in the ordning. Or several smaller realms might coexist in varying degrees of mutual hostility. Maybe storm giants have their own realm or realms, cloud giants their
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 vesselâs 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->Dungeon Masterâs Guide (2014)
you roll something that doesnât make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own. Who Created It or Was Intended to Use It? d20
Creator or Intended User 1 Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reaching the groupâs intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member. Extreme Cold Rules for extreme cold appear in the Dungeon
adapted to cold climates, such as reindeer and snowy owlbears. Temperatures. During Aurilâs everlasting winter, the average temperature in Icewind Dale is â49 degrees Fahrenheit (â45 degrees Celsius
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea godâs demise. This destiny is something Wave might not be able to avert
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
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 â50 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 â30 degrees Fahrenheit. The ice is frozen solid and
breathe. The creature canât 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->Tashaâs Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an areaâs destiny, fundamentally changing the land. While the flora
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of its turns and making no attacks. This illusion is intended to scare away intruders, though characters might be tricked into attacking it or wasting spells on it. A character can use an action to
legs. It turns 180 degrees whenever it hits a barrier, reversing its course. U5. Stonkyâs Missing Ring A five-foot-diameter well enclosed by a two-foot-high stone rim stands in the center of this room
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Hrakhamar Nearby volcanic eruptions forced the dwarves to abandon Hrakhamar (map 2.9). They always intended to reoccupy and reactivate the forge when it was deemed safe, but that day never came
you breathe. You can, however, barely make out what looks like a lantern farther back in the smoke.
These linked caverns are the lair of two smoke mephits. What the characters perceive as a dim
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
speed of 30 feet and can breathe underwater. Pool. The floor within 5 feet of the pool is crusted with the remains of the scragsâ meals. If a creature makes a Dexterity saving throw while on the
. The necromancy magic in this pool is intended not to keep it clean but to kill intruders. Any creature that makes an attack dealing radiant damage in this area must succeed on a DC 15 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
â on it records adventures the order has undertaken. It also notes intended headquarters renovations that are constantly behind schedule, given how much time the franchise members spend away from the
stairs (see âTrapped Stairsâ below). The hell hounds can, however, breathe fire on anyone who gets close enough to them. Wards. A character who succeeds on a DC 10 Intelligence (Arcana) check made to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Wards. The arcane markings carved into hidecarved dragonsâ scales are magical protections, intended to make the dragons more resilient against the threats they might face in carrying out the lauthâs
mean journeying to another world or finding a way to help awaken the dragonâs dragonsight.
Inheritors of the First World âBreathe, dragons: you are inheritors, / ruling the wreck of the First
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
degrees, and it may peer through a spyglass, stand with hands on hips, point with an open hand, and so on. For centuries, the predominant theory was that Balduran still lived somewhere far to the west
to their intended destination. Second only to the Wide in the chaos and liveliness of its markets, Little Calimshan opens its gates to outsiders for just a few hours each day. Inside its warren of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
statue flickers, changing its position in an eyeblink. Though it always looks west, the precise line of its gaze can change by up to thirty degrees, and it may peer through a spyglass, stand with hands
is true: the thick wall walks act as elevated streets, with locals able to look out over the layout from above and easily pick a path to their intended destination. Second only to the Wide in the chaos
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and opened again. To use this area as it was intended, the panels must all be closed and then opened in either of the following sequences: Harpy, ogre, bugbear, hobgoblin
Ogre, harpy, bugbear
completely submerges itself must succeed on a DC 15 Strength saving throw or become trapped under the waterâs surface. Unless the creature can breathe underwater, it begins to suffocate when it runs






