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                        Returning 35 results for 'destroys inside are breathe'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
                                                
                                            
                                                
                                                     physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
                                                
                                            
                                                
                                                    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
                                                    
                                                
                                            
                                                     Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
                                                
                                            
                                                
                                                     and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
                                                
                                            
                                                
                                                    ":"Swallow", "rollDamageType":"Acid"} Acid damage at the start of each of its turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the mirror and facing away from it.
Placing the mirror 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
                                                
                                            
                                                
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Amphibious. The koalinth can breathe air and water.
Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage
                                                
                                            
                                                
                                                     harming it and destroys the net.Spear the Helpless (2/Day). Whenever a creature within 30 feet of the sergeant becomes restrained, the sergeant can move its speed toward the  restrained creature. If the
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
                                                
                                            
                                                
                                                     orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe
                                                
                                            
                                                
                                                     and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink
                                                
                                            
                                                
                                                     up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use
                                                
                                            
                                                
                                                    ) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     inside it.
The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
                                                
                                            
                                                
                                                    .
If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. Siren can breathe air and water.
Innate Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                    ’s next turn.Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space large enough for a Medium creature
                                                
                                            
                                                
                                                     Acid","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.Clinging to the wall of a water-filled chamber inside The Hidden Shrine of Tamoachan is
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
                                                
                                            
                                                
                                                     Medium or smaller creatures inside it at a time. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it.
Transparent. Even
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The egg hunter can breathe air and water.Multiattack. The egg hunter makes two Egg Tooth attacks.
Egg Tooth. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
                                                
                                            
                                                
                                                     new eggs, which hatch inside the dragon egg’s shell in 1d6 days. The egg hunter hatchlings burst forth 1d4 days later, using the needlelike egg tooth that extends from their heads. They are
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
                                                
                                            
                                                
                                                     smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar
                                                
                                            
                                                
                                                     travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.The
                                                
                                            
                                                
                                                     choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.
Chokers tend to set their ambushes alone, rather than working in concert, but where one
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     restrained condition, has total cover, and can’t breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn’t buried, can make a DC 17 Strength
                                                
                                            
                                                
                                                     massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee
                                                
                                            
                                                
                                                    . The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth
                                                
                                            
                                        
                                                    Resilient Sphere
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
                                                
                                            
                                                
                                                     for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
                                                
                                            
                                                
                                                     start of each of the kraken's turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The froghemoth can breathe air and water.
Shock Susceptibility. If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and
                                                
                                            
                                                
                                                     can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
                                                
                                            
                                                
                                                     of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Amphibious. The froghemoth can breathe air and water.
Legendary Resistance (3/Day). If the froghemoth fails a saving throw, it can choose to succeed instead.
Shock Susceptibility. If the froghemoth
                                                
                                            
                                                
                                                     damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
                                                
                                            
                                                
                                                     creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
                                                
                                            
                                                
                                                     Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
                                                
                                            
                                                
                                                     dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
                                                
                                            
                                                
                                                     the start of each of Tromokratis’s turns.
If Tromokratis takes 50 damage or more on a single turn from a creature inside it, Tromokratis must succeed on a DC 20 Constitution saving throw at the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or
                                                
                                            
                                        
                                                    Otiluke's Resilient Sphere
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     creature’s speed. Similarly, the globe can be picked up and moved by other creatures.A disintegrate spell targeting the globe destroys it without harming anything inside it.
                                                
                                            
                                                
                                                     for the duration.Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is
                                                
                                            
                                        
                                                    Bag of Holding
                                                    
    
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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
                                                
                                            
                                        





