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Returning 12 results for 'detached issue are breathe'.
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Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
Summon Beast
Legacy
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Spells
Tasha’s Cauldron of Everything
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a
ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell
beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell
against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)
Amphibious. The giant can breathe air and water.
Actions
covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.
Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
each chair can be adjusted to accommodate a Small or Medium creature. Between the two chairs is a bronze periscope that can be raised or lowered whenever the submarine is detached from the Eyecatcher
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 “Suffocating” in chapter 8 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
steel, Sarin is a decisive factol who promotes honor, dignity, and peace in word and deed. Faction Attire. Most Hardheads wear the faction’s standard-issue armor, a distinctive suit of red plate with
, ensuring the face of justice is detached from its duty. Role in Sigil. The Mercykillers headquarter in the Prison, an imposing gray fortress that holds criminals sentenced by the courts of Sigil. Non
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
completely submerges itself must succeed on a DC 15 Strength saving throw or become trapped under the water’s surface. Unless the creature can breathe underwater, it begins to suffocate when it runs
search the laboratory find a potion of growth, three potions of healing, and two potions of giant strength (hill). Twelve bean pods hang on the beanstalk and are easily detached. A detached bean pod can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15






