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Returning 21 results for 'detach intended 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
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->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->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->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->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->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).
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->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizardâs tower might detach and
frightening the locals. Though the wagon eventually arrives at the intended destination, the intervening stop-off points are unknown â and quite possibly perilous. ACQUISITIONS INCORPORATED IS MAGIC
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
squashed insectsâ foul smell. Creatures that donât need to breathe automatically succeed on this saving throw. 71â75 One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be
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






