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Returning 14 results for 'destined infused are breathe'.
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Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
, who safeguards their creche on the Material Plane.
8
The crystal-infused clay near an adult amethyst dragon;adult amethyst dragon's lair is ideal for the creation of clay golem;clay golems, and
Genasi
Legacy
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Species
Elemental Evil Player's Companion
, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy.
Those living on the frontier, though, have a much harder
audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
veneration sometimes find themselves infused with special abilities, to serve thereafter as kraken priests. Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points
Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 15
Languages any two languages
Challenge 5 (1,800 XP)
Amphibious. The priest can breathe air
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. These boons elevate the recipients’ status among their kind, and they become champions or leaders. Sahuagin barons’ blood is infused with profane magic capable of searing their enemies and making these
creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Draconic Sorcery Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You
might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds
you can use to launch your campaign. Chapter 5 details treasures of Theros, including the artifacts of the gods, the magical inventions of renowned artisans, and various other devices infused with the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned are tritons and, in addition to the statistics of a normal Returned sentry, each can breathe water and has a swim speed of 30 feet. Decades ago, anticipating Varyas’s mission, Phenax sent
black were destined to one day follow the Path of Phenax, coming back from death as Returned. After Orestes’s death, his tomb was consecrated as a holy site by Phenax’s followers, in part due to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Lampad Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia. Glistening Flight
entirely in the Cube are repaired instantly. Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube. Draconic Sorcery Breathe the Magic of Dragons Your innate
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and 2d6 cultists of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with 1d2 chuuls (attitude for all: 1d4 +1)
3 1 rime hulk* (attitude: 1d6) wailing and
characters could fulfill
9 1 cadaver collector† (attitude: 1d8) gathering bodies destined to become a flesh colossus (described in chapter 6)
10 1 retriever† (attitude: 1d6) searching for a thief
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
actual floor of dark stone. Black Pillar. The black pillar is infused with psionic energy. Any creature that touches it for the first time on a turn takes 9 (2d8) psychic damage and is knocked prone. White
holds its breath or doesn’t need to breathe has advantage on the saving throw. Ooze Pool. Filled with the remains of dead oozes, the pool is 2 feet deep and difficult terrain. A creature that enters the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in the air.
This bathhouse is built around a natural hot spring. The pool is 10 feet deep, and its magically infused waters grant several benefits. Water removed from the pool loses its magic in 10
Challenge 2 (450 XP) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
lurk in the shallow tunnel to the north. These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane. They attack any living creature that
the ogre skeleton.
This room houses three Emberhorn minotaurs waiting to receive the “blessing of Imix” (the ability to breathe clouds of burning embers). The ogre was a minion of the earth cult
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
infused with necromantic magic. A creature that drinks any amount of the liquor must make a DC 20 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save or half as much damage on a
tactile, and creatures unable to breathe underwater suffocate while in this chamber. A hostile giant shark swims beneath the characters. The shark is part of the mirage, though it can harm characters who






