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Returning 35 results for 'details instantly are breath'.
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Monsters
Spelljammer: Adventures in Space
, the ghost disappears and instantly reappears in the shipâs cargo hold.
While away from the Last Breath, the ghost can use a bonus action to magically teleport back to the ship, either to the
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost canât be permanently slain. If the ghost is reduced
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"psychic"} psychic damage. If the target is Huge or smaller, it is grappled (escape DC 18). The dragon can have up to four targets grappled at a time.
Tadpole Brine Breath
(Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Tadpole Brine Breath"}. The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 22
Magic Items
Mythic Odysseys of Theros
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
. Once used, this property of the bident canât be used again until the next dusk.
Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Surtur. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the
.
Erupting Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Breath"}. The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Thrym. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the
, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Freezing Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Freezing Breath
Magic Items
Tashaâs Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
instantly and leave behind no remains.
This does not destroy the servant permanently. Rather, 2d6 days later, its partsâleft arm, left leg, right arm, right leg, lower torso, and upper torso&mdash
Barghest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the
Species
Mythic Odysseys of Theros
gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconic Races Itâs all too easy to prefer a certain color of dragonborn, but whatâs inside is what really mattersâwhich is to say, the sort of damage their breath can do to you.
-Fizban
The
section offers three variant dragonborn race options that can be used to create a character with clear connections to a specific draconic ancestry. When youâre making a new character using one of these races, use the rules under âCreating Your Characterâ to fill out the details.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
keeps the water from being displaced when either door is opened. Creatures that canât breathe underwater must hold their breath in the aquarium. Magic instantly dries creatures as they exit the water
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
its hit points. If it moves more than 100 feet from the Last Breath, the ghost disappears and instantly reappears in the shipâs cargo hold. While away from the Last Breath, the ghost can use a bonus
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The river passes underground between areas. A creature that canât breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for
details. Frigid Water. The river is considered frigid water (see the Dungeon Masterâs Guide). Moving in the River. Swimming in the river requires a successful DC 10 Strength (Athletics) check. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a characterâs clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
remorse, and is prepared to do the most heinous acts to get what it wants. Fear of Demotion. A devil that disappoints a superior can be demoted, whereupon itâs instantly transformed into a lesser form of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. Bottled Breath Potion, uncommon This bottle contains a breath of
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you donât need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
youâre ready to begin, read or paraphrase the following, altering the text to incorporate the studentâs name or other details:
Your peersâ shouts of camaraderie punctuate the air as you finish your
breath, the student grins and stuffs the flyer in a characterâs hand. The student exclaims:
âItâs happeningâthe Mage Tower game! The professors invited the student body to field two Mage Tower teams
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effects: It transforms the dead vegetation in area 58 into three shambling mounds (see that area for details). It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn
its breath or doesnât need to breathe. Stuffing the nozzles with cloth prevents more gas from spilling into the room. If the characters block the flow of gas, the lingering gas disperses after 1 minute
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragonâs breath or a fireball spell) donât have this effect on the barghest.
Keen Smell. The
Compendium
- Sources->Dungeons & Dragons->Stranger Things
instantly knows that they pose no danger to her. (No stats for her. Sheâs not someone they should fight. If they insist on trying, they can hit her only with a critical hit, and even then she shrugs off
whatever damage they do. Her attacks always hit them and deal 2d6 + 6 slashing damage.) The Proud Princess has a quest of her own, though she will not talk about the details. She warns the characters to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
Exploring Curst As the characters approach Curst, read the following text: The odor of rusty metal stings every breath. Ahead lies the gate-town of Curst, a dismal-looking community surrounded by an
have bars only on the outsideâas if theyâre designed to keep people inside. Those who question the guards here are told to move along (see the âCurstâs Wallsâ section for details). Inside, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
stables, kennel, and well (see areas 2 and 3 for details). Tapestries Four of the five tapestries each show dragons hunting, killing, and feasting on lesser creatures, with blue dragons attacking a desert
caravan, elves succumbing to a green dragonâs gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
determined. See âArtifactsâ in chapter 7 of the Dungeon Masterâs Guide for details on randomly determined properties. Command the Deep. The bident holds the power to command the waves and its
innate swimming speed. Once used, this property of the bident canât be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stables, kennel, and well (see areas 2 and area 3 for details). Tapestries Four of the five tapestries each show dragons hunting, killing, and feasting on lesser creatures, with blue dragons attacking a
desert caravan, elves succumbing to a green dragonâs gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.
Lightning Breath (Recharge 5â6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.
Lightning Breath (Recharge 5â6
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
open), and the golems animate and attack. On the first round, the golems fill the room with their poison breath, which issues from the horsesâ mouths. (Each creature in the room must make two saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of its gaping mouth will be sucked in and instantly teleported, to be âspat outâ nude at area 6, while all non-living matter in the characterâs possession goes to area 33. Northeast Devil Face. The
Dais and Silver Throne. When the characters come close enough to see the details on the dais, read: Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
pulsing with psionic power. Even the elder brain dragonâs breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay
damage. If the target is Huge or smaller, it is grappled (escape DC 18). The dragon can have up to four targets grappled at a time.
Tadpole Brine Breath (Recharge 5â6). The dragon exhales brine in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells
Senses Darkvision 60 ft.; Passive Perception 16
Languages None
CR 8 (XP 3,900; PB +3)
Traits
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
arenât. Sketch out these characters broadly, perhaps noting only their professions or roles in adventures. You can expand on their details as your adventures take shape. Entangling the Heroes. The Darklord
might instantly sense visitors entering their domain, while the heroes have no reliable means of identifying the Darklord. Describe why the Darklord is interested in the characters. The Darklord
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
A Quick Sharn Story Use these tables as inspiration for the weary DM who needs to put together a story in a hurry. Donât feel bound to use any of these details exactly as presentedâthis is purely a
man falls from a high bridge, striking the ground near them and dying instantly. Heâs carrying a sealed bag of holding and the badge of an agent of the Argentum, a Thrane agency dedicated to the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
steadfast followers. Characters who draw their magic from gods wonât have access to spells or magical class features until the end of the encounter, as this prelude details a meeting with their deity
, possibly since childhood. The read-aloud text below describes such a vision. You can add details that correspond to each characterâs deity. For example, a character who worships Sirrion might find the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Ward introduces them to the five other group members and provides basic details about each person, described below. Each of these five individuals is initially Indifferent toward the characters. A
spring, a bulette terrorized farms at the north end of the Ribbon. One day, out of the blue, a copper dragon swooped down and dissolved the bulette with its acid breath, saving a farmerâs life.â Zakia
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
have the same origin, but itâs more likely (particularly in the hoard of an older dragon) that the coins have a variety of origins. If you arenât interested in explaining the details of coinage from a
blood and fangs to the wispy gases of
their breath and the sinister insinuations they whisper to the weak-willed
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
it is to see you again.â
This is Renesnuprah, an adult time dragon (see Morteâs Planar Parade). Renesnuprah warmly greets the characters by name and calls them friends. She can share general details
about each of them. Use the following details to guide the conversation with the time dragon: Renesnuprah claims to know the characters from when they first met hundreds of years ago. The characters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Breath (Recharge 5â6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage.
Bonus Actions
(1d8 + 3) Piercing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5â6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished
to Gehenna. Instantaneous bursts of flame (such as a red dragonâs breath or a fireball spell) donât have this effect on the barghest.
Keen Smell. The barghest has advantage on Wisdom (Perception






