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Returning 35 results for 'devils intense are breathe'.
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Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
Monsters
Storm King's Thunder
","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
creates one or more of the following effects:
Thunderstorms rage within 6 miles of the lair.
Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
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
come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The morkoth can breathe air and water.Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
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
.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
it. This is the sound of the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on
dragon’s magic, which creates one or more of the following effects:
Thunderstorms rage within 6 miles of the lair.
Dust devils scour the land within 6 miles of the lair. A dust devil has the
Adult Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a
’s magic, which creates one or more of the following effects:
Thunderstorms rage within 6 miles of the lair.
Dust devils scour the land within 6 miles of the lair. A dust devil has the
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their
raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
“The village was
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dark Fantasy Vampires brood on the battlements of their accursed castles. Necromancers toil in dark dungeons to create horrid servants made of dead flesh. Devils corrupt the innocent, and werewolves
a full-fledged dark-fantasy campaign or a single creepy adventure, you should discuss your plans with the players ahead of time to make sure they’re on board. Horror can be intense and personal, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, devils, and slaadi are just as likely to be found on the Astral Plane as they are on any Material Plane world. The same can be said for aboleths, giants, mind flayers, umber hulks, vampires, and other
on the asteroid’s air envelope for survival, or it might not need to breathe air. Similarly, a mimic stowing away aboard a spelljamming ship might be an ordinary specimen or one that has adapted to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
they confront brutal giants, ferocious hydras, fearless golems, evil yuan-ti, scheming devils, bloodthirsty demons, crafty mind flayers, and drow assassins. They might have a chance of defeating a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon turtle can breathe air and water.
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets
(Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the dragon turtle’s next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred. Topaz Dragon Wyrmling Connections d6 Connected
driving away a topaz dragon attempting to claim the sea devils’ territory.
7 A pirate captain tells stories of an adult topaz dragon’s legendary hoard while attempting to gather a crew to raid the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of Elturel’s people, the cathedral was magically transformed when Elturel was pulled into Avernus. Now its artwork is a testament to the devils’ superiority and strength, showing scenes of mortals
into the grand foyer have been broken open by the invading devils (see “Cathedral Assault”) and remain ajar. Four guards lie dead in the doorways, eviscerated by one of those devil-led groups. H2
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dressed in wizardly robes stands by one of the windows, caught in a fugue of intense contemplation. Perched on the corner of a table nearby is a spindly little demon with warty green skin, buggy eyes
devils, using the Creed Resolute to bind all Elturel to his dark deal.
“I wish to prove my theory, and I believe the evidence is locked inside the puzzle box.”
Sylvira is an expert on magic puzzle
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides — enemies who would do to him what
recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Challenge 11 (7,200 XP)
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with
feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. The morkoth can breathe air and water.
Actions
Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
knickknacks on shelves. A painted bas-relief spans the entire north wall and depicts a host of winged devils catching mortals as they plunge into the depths of hell.
If Quentin Togglepocket is in his office
threatened and cornered. As an action, he can utter a prayer to Mammon, which causes two spined devils to magically emerge from the bas-relief on the north wall. Each devil appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
creatures in possession of the corresponding portal key, each vault door leads to a demiplanar dungeon that guards the riches deposited within. Hoard of Directors. Ancient dragons, mighty devils, and
, and their efforts require them to maintain intense concentration in the cooperative. As a result, they often assign worthy adventurers to deal with threats at their sources.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
who tie wet rags across their nose and mouth or take similar precautions have advantage on the saving throw for 10 rounds, but then the rag dries out in Hrakhamar’s intense heat. The mephits aren’t
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and 2d6 cultists of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with 1d2 chuuls (attitude for all: 1d4 +1)
3 1 rime hulk* (attitude: 1d6) wailing and
+ 1) capering around a blasphemous idol
2 1 arcanaloth (attitude: 1d12) searching for a tempting bit of lost lore
3 2 chain devils (attitude: 1d6) suspending corpses on spiked chains
4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
song coming from the eastern passage. Dwellings carved in the walls of this cavern have been torn asunder by some intense force. Ruins of several dwellings resemble gaps in the walls and piles of rubble
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence
ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
against their incursions, and expounding that the demonic threat must be defeated at all costs. It praises the devils that stoically stand against the unending demonic tide, while chastising Helm, Torm
succeed on a DC 15 Wisdom saving throw. On a failed check, the character is cursed with a particularly intense hatred of demons. A creature cursed in this way takes 5 (1d10) psychic damage if it can
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Scout) with pale blue skin who can breathe both air and water. She was close to the Naiad’s late captain, a human named Jeressa Lameer. When the Naiad sank, Ashlyn helped Devi and Treef swim to Najkir
and wooden clogs are gathered here. Your arrival interrupts their quiet yet intense conversation. The monks—an orc, an elf, a dwarf, a dragonborn, a tiefling, and some humans—turn toward you with looks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
submerged in this pool must make a DC 10 Wisdom check to endure the intense itching caused by the acid that fills it. On a failure, the character takes 5 (1d10) acid damage and gains vulnerability to
-deep section and under the sewage. There, the tentacle has three-quarters cover, and the creature can’t breathe. A creature that falls unconscious while grappled beneath the sewage is pulled through
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
much damage on a successful one. The box and its contents are destroyed if the runes go off. The box contains records of true names of minor devils and describes plans to use them in the attack on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Crowelle and Tissina Khyret keep their cult regalia (see “Cult of Asmodeus”) in a gold-embellished lockbox hidden under a stack of quilts bearing images of flying devils. The box can be unlocked with
(Athletics) check. The vault is empty. Cold Trap. If a creature enters the vault without first saying “Gold is my shield,” an intense blast of magical cold fills the room. All creatures in the vault at
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
squashed insects’ foul smell. Creatures that don’t need to breathe automatically succeed on this saving throw. 71–75 One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be






