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                        Returning 35 results for 'device immune are breathe'.
                    
                
                        
                            
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                                        divine immense are breathe
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
                                                
                                            
                                                
                                                    ’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.Claw. Melee Attack
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
                                                
                                            
                                                
                                                     spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
                                                
                                            
                                                
                                                    Immutable Form. Elise is immune to any spell or effect that would alter her form.
Lightning Absorption. Whenever Elise is subjected to lightning damage, she takes no damage and instead
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Amphibious. Zikran can breathe air and water.
Magic Resistance. Zikran has advantage on saving throws against spells and other magical effects.
Spellcasting. Zikran is an 18th-level
                                                
                                            
                                                
                                                     device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
                                                
                                            
                                        
                                                     Magic Items
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Amphibious. Crokek'toeck can breathe air and water.
Magic Resistance. Crokek'toeck has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crokek'toeck's weapon
                                                
                                            
                                                
                                                     attacks are magical.
Secure Memory. Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
Standing Leap
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The kelpie can breathe air and water.
Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its
                                                
                                            
                                                
                                                     maintains concentration, up to 10 minutes (as if concentrating on a spell).
The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune to the frightened and charmed
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Magic Resistance. The drone has advantage on saving throws against spells and other magical effects.
Spell Immunity. The drone is immune to three spells chosen by its creator. Typical immunities
                                                
                                            
                                                
                                                     encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age.
Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a
                                                
                                            
                                                
                                                     deal.
Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Secure Memory. The hydroloth is immune
                                                
                                            
                                                
                                                     damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage.Thought to be a lesser
                                                
                                            
                                                
                                                     both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage.Three-headed cerberi dwell
                                                
                                            
                                                
                                                     living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The egg hunter can breathe air and water.
False Appearance. If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature
                                                
                                            
                                                
                                                     creature's saving throw is successful or the effect ends for it, the creature is immune to this egg hunter's Torpor Spores for the next 24 hours.Rapid Adaptation. When the egg hunter takes damage, it gives
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
                                                
                                            
                                                
                                                     DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee
                                                
                                            
                                                
                                                    . The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
She can breathe underwater.
She can survive without food and water
                                                
                                            
                                                
                                                    .
She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
She gains resistance to cold damage, and she is unharmed by temperatures as low as −50
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
                                                
                                            
                                                
                                                    ":"poison"} poison damage.
Mesmerizing Chirr (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mesmerizing Chirr"}. The grung makes a chirring noise to which grungs are immune. Each
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
                                                
                                            
                                                
                                                     AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
                                                
                                            
                                                
                                                     immune to the Hypnotic Display of all krasis for 24 hours.
7
Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +11
                                                
                                            
                                                
                                                     against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7
Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
                                                
                                            
                                                
                                                     against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7
Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
                                                
                                            
                                                
                                                     the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
Wasp
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Collapsing Ceiling","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
                                                
                                            
                                                
                                                     at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
                                                
                                            
                                                
                                                     end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
                                                
                                            
                                                
                                                     creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
                                                
                                            
                                                
                                                     creature is immune to the dragon's Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Necrotic Breath"}. The dragon
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
                                                
                                            
                                                
                                                     throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving Wildlife. Giant squid are
                                                
                                            
                                        
                                                    Resilient Sphere
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to
                                                
                                            
                                        
                                                    Stinking Cloud
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
                                                
                                            
                                        






