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Returning 18 results for 'detach inert are breathe'.
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Monsters
Tales from the Yawning Portal
target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
Monsters
Van Richtenâs Guide to Ravenloft
attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the bonelessâ turns or take 5 (1d4 + 3);{"diceNotation":"1d4
+3","rollType":"damage","rollAction":"Crushing Embrace","rollDamageType":"bludgeoning"} bludgeoning damage. If something moves the target, the boneless moves with it. The boneless can detach itself by
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the attack roll, it attaches by engulfing the targetâs head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the
moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker
is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls
. The darkmantleâs speed also becomes 0, it canât benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check
Magic Items
Lost Laboratory of Kwalish
).
Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
Fill the armor with air, allowing you to breathe normally in
armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely
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
Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesnât render you unconscious, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
throws against being paralyzed or poisoned. You donât need to eat, drink, or breathe. Sentryâs Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of
sleeping. In this state, you appear inert, but you remain conscious. Specialized Design. You gain two tool proficiencies of your choice, selected from the Playerâs Handbook.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the bonelessâ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the
boneless moves with it. The boneless can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
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 Rest. When you take a long rest, you must spend at
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesnât render you unconscious, and you can see and hear as normal. Integrated
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->Monster Manual (2014)
the targetâs head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character canât breathe until the
liquid is removed by immersion in water. In the absence of a light source, the liquid light doesnât spread, and a darkness spell renders it inert for 1 hour. If anything is tossed into the well, brilliant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
aquatic troll swims up from the depths. It has the abilities of a normal troll, but can also breathe water and has a swimming speed of 30 feet. Darkmantles These creatures cling to the ceiling as the
adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Understands Deep Speech but canât speak
CR 4 (XP 1,100; PB +2)
Traits
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of itself. This
.
The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14
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
)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirgeâs turns.
The stirge can detach itself by spending 5 feet of its movement. The target or a creature within
5 feet of it can detach the stirge as an action.
Stone Giant Huge Giant, Neutral
AC 17 Initiative +5 (15)
HP 126 (11d12 + 55)
Speed 40 ft.
Ability Score Mod Save
Str 23 +6 +6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Intelligence check to figure out the controls. From the control panel, the pilot can detach the submarine from the Eyecatcher, as well as control its speed, direction, and depth. The pilot can
poison and psychic damage. When this machinery shuts down, air stops pumping throughout the vessel. Unless the air system is reactivated, creatures trapped in the submarine that need oxygen to breathe will begin to suffocate after two days (see âSuffocatingâ in chapter 8 of the Playerâs Handbook).






