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Returning 34 results for 'direction infused are breathing'.
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Magic Items
Fizban's Treasury of Dragons
This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws
expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice
Monsters
Mordenkainen Presents: Monsters of the Multiverse
make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this
deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.
An elder brain’s ambitions are always
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids and with psionic energy.
Lair
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Evocation 6 Illusion 7 Necromancy 8 Transmutation Abjuration A storm infused with abjuration magic repels ships, as if protecting something in the sea. Right before the storm ends, a ship within it is
teleported 5d20 miles in a random direction. Conjuration When conjuration magic churns within a storm’s heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
veneration sometimes find themselves infused with special abilities, to serve thereafter as kraken priests. Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points
components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evard’s black tentacles
Actions
Thunderous Touch
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Lodestone Wondrous Item, Very Rare (Requires Attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying
pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creatures into thinking they’re breathing? In the Astral Sea, one can never be certain. All that really matters is that a creature can survive indefinitely in the Astral Sea, never aging and never feeling
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them, my precious children! Make your father proud!” He then bolts as two oozes drop from the ceiling in front of you, their dark forms flowing in your direction with unsettling awareness and malevolence
: blink, dispel magic, gaseous form, major image, protection from energy, slow, tongues, water breathing
4th level: blight, fabricate, fire shield, hallucinatory terrain, locate creature, phantasmal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the openness, many covered with lush vegetation. These earth motes serve as homes for djinn and other natives of the plane. Other creatures live on cloud banks infused with magic to become solid
surfaces, supporting towns and castles. Drifting clouds can obscure visibility in any direction in the plane. Storms are frequent, ranging from strong thunderstorms to fierce tornadoes or mighty
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Features Sorcerer Level Feature 1st Wind Speaker, Tempestuous Magic 6th Heart of the Storm, Storm Guide 14th Storm’s Fury 18th Wind Soul Wind Speaker The arcane magic you command is infused with
each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lock of Trickery 30–32 Moon-Touched Sword 33–34 Mystery Key 35–36 Orb of Direction 37–38 Orb of Time 39–40 Perfume of Bewitching 41–42 Pipe of Smoke Monsters 43–44 Pole of Angling 45–46 Pole of
Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
rituals. The automatons proved so effective and so fearsome that they now perform many different missions. Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned
or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Plane of Earth. These earth motes serve as homes for the creatures of elemental air, and many motes are covered with lush vegetation. Other creatures live on cloud banks infused with enough magic
to become solid surfaces, strong enough to support towns and castles. Drifting cloud banks can obscure visibility in any direction in the plane. Storms are frequent, mostly on par with a strong
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
. Marciano sent word to Leilon for help after the first attack, but more raids followed. There was one attack each day at a different time from a different direction. With every attack the shark people
enter find the corpse of an elf priestess, Nava Wavecrash, lying in a pool of her own blood next to a stone altar. Characters who search Nava’s body find a potion of water breathing. WAIT IT OUT
The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
great stone bridge that spans it is the only way into Akros from this direction. Stratians consider it a high honor to be assigned to guard the bridge.
Titan’s Stairs. These stone “stairs
soldiers who are worn out by relentless assaults from raiders, fire-breathing dragons, and other threats. Mountain Shrines. The Akroans believe that the gods are best worshiped at the places closest to Nyx
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
against Detection and Location 02 Baba Yaga’s Dancing Broom 03–05 Bag of Holding 06–07 Bag of Tricks 08 Brooch of Shielding 09 Broom of Flying 10 Cap of Water Breathing 11 Circlet of Blasting 12–13
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. Guarded Mind 10th-level Psi Warrior feature The psionic energy flowing through you has bolstered
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action. The aura grants you advantage on
walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. Gift of the Ever-Living Ones Prerequisite: Pact of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Machinery. The engine is a quasi-magical machine that controls the submarine’s propulsion and depth and powers the fins and rudder that control direction. A detect magic spell or similar magic reveals
breathing. Treasure. The shrine weighs 50 pounds and is worth 125 gp as an art object. The footlocker contains a pouch holding 50 gp and a potion of healing. The potion’s crystal flask, shaped like a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bonus +5
Creature Sense. The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
glowing brine pool filled with brackish water infused with its vital fluids and psionic energy. An elder brain’s ambitions are always tempered by its relative immobility. Although its telepathic senses can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
passage heads in the same direction. A set of narrow stairs cut into the rock wind up to the north, and two old wooden doors stand in a wall of dressed stone to the east.
The stream flowing from area
water breathing and a potion of invisibility. 33. Roper’s Cavern The rock stairs climb steeply, turn north, and then descend toward the east into a cavern very much like the one you just left, but
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
proficiency in the Stealth skill, and it has the Chameleon Skin trait: it has advantage on Dexterity (Stealth) checks made to hide. 3 The creature’s body has been infused with one kind of energy: acid, cold
, with an equal chance for each effect. The effect lasts until the creature leaves the area. 6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
general direction of the temple — a structure cobbled together from a partially sunken galley and some empty apartments under an abandoned pleasure pier. The area surrounding the temple is filled with
pieces of jewelry worth a total of 1,530 gp, along with three potions of healing, four potions of greater healing, and six potions of water breathing. Also inside the hollow is an object sealed inside
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Luckily for the folk of the region, Zuggtmoy was imprisoned in the ruins of the Temple of Elemental Evil before her plan was complete. Without their mistress’s direction, the cultists fell to
thick with sickly-colored fungal spores that make breathing difficult at times. Characters who expend Hit Dice while in the forest regain only half their normal hit points, and after each long rest a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Neverwinter.”
If the characters can’t convince Squid to talk to them, they can chat with others in the tavern. With the right motivation, another NPC can point the group in the right direction
. Acolytes and workers freeze in terror when his labored breathing warns of his approach, because he rarely has a kind word to say. Liethennson longs to leave the city and join his fellow Oghma
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids
direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
revolution in either direction. A4. Plaza of the Muses A stone fountain stands in the middle of a grand plaza, its sides sculpted into the shapes of dwarves bearing drums and horns. Near the fountain
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as
duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect.
Bonus Actions
Reduce (Recharges after a Short or Long Rest
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pay little attention to anyone heading in that direction. Visitors heading east must make the handsign of the fire cult (one hand in a fist, thumb up, with the other hand over the fist) or state the
from the south, but they pay little attention to anyone heading in that direction. Gaining Passage. Visitors from the south must form the hand-sign for the fire cult (hands cupped together upright, with
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
examining clues in the boat’s intricate designs and succeeding on a DC 16 Intelligence (Arcana) check—can command the boat to row itself in a particular direction at a speed of 30 feet or to hold its
haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate their exploration. If the characters also present proof of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
characters to find and slay the dao that imprisoned her if they haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
incense burner are silver, worth 10 gp, 3 gp, and 5 gp respectively. The chest contains 20 gp and a potion of water breathing. 19. Senior Shaman’s Sleeping Quarters A single cot rests by the south wall, an
initially in darkness but soon come into view if they near the shore. Use portions or the entirety of the following description, depending on which direction the characters approach from: This large, water






