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                        Returning 24 results for 'detected intend are breath'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ":"1d6+5","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Photonic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic
                                                
                                            
                                                
                                                     Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 20-foot-radius sphere centered on that point. Each
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    +3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Photonic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath
                                                
                                            
                                                
                                                     creature in the sphere must make a DC 14 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
                                                
                                            
                                                
                                                    ":"12d10","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    : 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
                                                
                                            
                                                
                                                    ":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Chromatic Dragons Severin and his supporters intend to use the ancient draconic artifact known as the Draakhorn to rally the chromatic dragons to Tiamat’s cause. However, chromatic dragons are
                                                
                                            
                                                
                                                     impart a subtle influence over dragons that cannot be detected. Dragons cannot be controlled by the masks, but they can be swayed by ideas and proposals that they would not normally find persuasive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Chromatic Dragons Severin and his supporters intend to use the ancient draconic artifact known as the Draakhorn to rally the chromatic dragons to Tiamat’s cause. However, chromatic dragons are
                                                
                                            
                                                
                                                     impart a subtle influence over dragons that cannot be detected. Dragons cannot be controlled by the masks, but they can be swayed by ideas and proposals that they would not normally find persuasive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Chromatic Dragons Severin and his supporters intend to use the ancient draconic artifact known as the Draakhorn to rally the chromatic dragons to Tiamat’s cause. However, chromatic dragons are
                                                
                                            
                                                
                                                     impart a subtle influence over dragons that cannot be detected. Dragons cannot be controlled by the masks, but they can be swayed by ideas and proposals that they would not normally find persuasive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , Stealth +4, Survival +5
 Senses passive Perception 13
 Languages Draconic
 Challenge 1/2 (100 XP)
 Hold Breath. The lizardfolk can hold its breath for 15 minutes.
 Actions
 Multiattack. The
                                                
                                            
                                                
                                                     territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     appendix A) and seven magma mephits frolic in this lava pool and watch for intruders in areas 18 and 21. If intruders are detected, the mephits incite the lava children into climbing up the walls to attack the new arrivals, while the mephits use their breath weapons and keep their distance.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     open, and so on. This entry specifies what the trap targets, its attack bonus or saving throw DC, and what happens on a hit or a failed saving throw. Countermeasures. Traps can be detected or
                                                
                                            
                                                
                                                     for you to describe what happens next, the players should be specific about how they want to defeat the trap. Simply stating the desire to make a check isn’t helpful for you. Ask the players where their characters are positioned and what they intend to do to defeat the trap.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    . Once detected, the pit can be safely avoided by sidling along its perimeter.
 Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
                                                
                                            
                                                
                                                     they don’t intend to keep.
 DC 10 Charisma (Persuasion). The character assures the wyrmling they’re here to help.
 DC 10 Charisma (Performance). The character soothes the wyrmling with a gentle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     on the floor. Themberchaud uses his breath weapon on any character who tries again, or who attempts to sneak past him and fails. Then he calmly carries on as if nothing happened. A Task for the Keepers
                                                
                                            
                                                
                                                     dragon had with them, but what the characters choose to tell him (and whether they intend to follow up on the dragon’s orders) is up to them. The power of the Keepers of the Flame derives in equal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain’s power to sense thoughts, neothelids warrant such precautions. Savage Behemoth. As a
                                                
                                            
                                                
                                                     space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
 Acid Breath
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     frozen next to the treasure pile is a crag cat (see appendix C) that was killed by Arveiaturace’s breath weapon and placed here as a trophy. Treasure. Arveiaturace’s treasure pile is buried under four
                                                
                                            
                                                
                                                     thick, translucent layers of ice produced by the dragon’s cold breath. It doesn’t represent Arveiaturace’s entire hoard, merely the small portion she chose to bring aboard the Dark Duchess. Characters can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     a position to catch as many of the characters with its Lightning Breath as possible. If reduced to fewer than 50 hit points, the behir attempts to flee, abandoning the area for good. Treasure. The
                                                
                                            
                                                
                                                     here, and I don’t know why.” “The mind flayers intend to ravage the whole Underdark! I don’t wish ill on people in Gibbet Crossing, though we have little in common. I still have time to warn them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     the characters remain where they are while he fetches the bag.) Ylagan in Combat. If the characters say or do anything to suggest they intend to kill him or plunder his hoard, Ylagan uses his Sleep
                                                
                                            
                                                
                                                     Breath on them from his hiding place, trying to catch as many characters in its area as possible. He then bursts from the rubble and fights any characters not put to sleep by the gas. In combat
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
                                                
                                            
                                                
                                                    
You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal.
Whenever you exert yourself by fighting, running, and so
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     characters wake the tree, they can convince it to part with some of its wood with a successful DC 15 Charisma (Persuasion) check, but only if it believes they intend to perform nefarious magic with it
                                                
                                            
                                                
                                                     rating of 10 (5,900 XP). It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can’t use its Poison Breath. The golem was decapitated when Ythryn crashed into the Reghed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     trap, which sprays anyone who tries to pick the lock with a potent contact poison. The trap can be detected with a successful DC 16 Intelligence (Arcana or Investigation) check and disarmed with a DC
                                                
                                            
                                                
                                                     its lightning breath. Illusory Lottie. Lottie, her couch, and her dog are all a projected illusion. The lich nonetheless behaves like a classic villain, and is keen to reveal secrets during the battle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     imp is perched on the southeast fountain. If the characters look as though they intend to cause trouble, the imp observes them quietly until they enter the bathhouse, then flies to Vanthampur Villa in
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
                                                
                                            
                                                
                                                     breath weapon against the darkmantles because the weight of the boulders makes it hard for her to breathe. When the characters engage the darkmantles, the monsters ignore the dragon to focus on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     because of the general hubbub, but their presence will certainly be detected if they move into the room. Even when their intrusion is noticed, the characters will not be greeted with hostility unless
                                                
                                            
                                                
                                                     Class is 13 (natural armor). He has a swimming speed of 30 feet, and he can hold his breath for 15 minutes. He has a Wisdom score of 18 (+4). His skills are Deception +7, Insight +6, Persuasion +7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     liquid begins to well from the diving dragon’s mouth, slowly accumulating in the basin. If the liquid is collected, it can be used as a potion of fire breath. After it is used in this way, the
                                                
                                            
                                                
                                                     or if they are told that the characters intend to free Calcryx. The gnome is named Erky Timbers, an acolyte with 17 (5d6) hit points who knows Common, Draconic, Gnomish, and Goblin. He has the cleric’s
                                                
                                            
                                        





