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Returning 9 results for 'detach inert are breath'.
Other Suggestions:
death inner are breath
death inert are breathe
death insect are breath
death intent are breath
death invent are breath
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
from inert metal when he cooled the heated castings with his breath. These myths are the source of Moradinâs appellation, âAll-Father.â Many peoples across the multiverse, including many dwarves, worship Moradin.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
defenders. As a bonus action, Yâdemi or the spectator can make the kites attack intruders. Damaging an inert kite also activates it, as does attacking the line of entrails that attaches the kite to
its watchtower. When a kite activates, its entrails detach from the watchtower and slither up into the creatureâs body. The kite then attacks until destroyed or called off by Yâdemi. Each kites uses the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit
attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
attack with a use of Fire Breath if available.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack
creature, it has the Prone condition.
Fire Breath (Recharge 5â6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8) Fire damage. Success: Half damage.
Chuul Large
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement
+ 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Steam Breath (Recharge 5â6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, this charm vanishes from you. Secret Effect: When this charm vanishes from you, a flying sword appears in your space and defends you for the next 24 hours before becoming an inert, nonmagical weapon
)
WIS
10 (+0)
CHA
4 (â3)
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 0 (10 XP)
Hold Breath. Kingsport can hold its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
be deactivated to render the recharging station inert. If one wall is deactivated, any of the replica modrons within 5 feet of the wall can use an action to counteract the sabotage. It takes three
, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled, it loses its horns attack. If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The gauntlets detach from the armor and attack anyone who disturbs them or frees the prisoner from his shackles. D13. Morgue Unless the characters approach this room quietly and without light
Thalamra Vanthampur. The contents of each chest are described below. Chest 1 holds 4,500 cp and two red crystal vials with gold stoppers (25 gp each). Each vial contains a potion of fire breath. With the






