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Returning 35 results for 'distant imbued are breathe'.
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Magic Items
Dungeon Master’s Guide
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
world.
Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant’s
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially
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
of eel favored by a local topaz dragon is “haunted,” and shipments of the eel vanish every time the ghost appears.
4
Legends claim that a gauntlet imbued with divine power rests in a
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
that specializes in a type of eel favored by a local topaz dragon is “haunted,” and shipments of the eel vanish every time the ghost appears.
4
Legends claim that a gauntlet imbued
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
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
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: +9;{"diceNotation":"1d20+9", "rollType":"to hit
existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
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
gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.
5
A topaz dragon is injured and stranded far
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
Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.
5
A topaz dragon is
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
concentration of them hailing from the regions surrounding the Sea of Fallen Stars.
The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
new order. Kalashtar are humanoids bound to spirits from the plane of dreams, imbued with wisdom and telepathic talent. Orcs, along with their half-orc kin, are a fierce people who have fought world
-threatening evils for centuries. Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time. Warforged are artificial lifeforms built to fight in the Last War. Created as tools of battle, they now seek a place and purpose beyond war.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following benefits: Combat Ready. You have Advantage on Initiative rolls. Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that
the weapon’s objectives in the world. Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
plane of dreams, imbued with wisdom and telepathic talent. Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time. A diverse race shaped by the beasts
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
carnival’s mood. When people are happy, it pipes along merrily, but it plays discordantly when the mood is low. Each of the calliope’s whistles is imbued with magical gusts of wind, allowing it to
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonshards Dragonshards are crystals imbued with raw mystical energy. They are the fuel that drives the magical economy, playing a vital role in the creation of magic items and the performance of
shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Magical Storms Even worse than the threat of storms is the menace of weather imbued with magic. When a ship enters a storm, roll a d20. On a 20, the storm churns with magical energy. Pick or randomly
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->Dungeon Master’s Guide (2014)
8 to set an appropriate DC for any check made to spot or recognize a hazard. Desecrated Ground Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated
. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding
Compendium
- Sources->Dungeons & Dragons->Monster Manual
seas to those who defend the marids’ watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas
marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4 days, reviving with all
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them.
5 Draconic Transformation. Enlightened non-dragons (most often Humanoids
—as either a blessing or a curse.
6 Hoard Thieves. The hoard of an older dragon is imbued with that dragon’s power. Those who steal from such a hoard might transform into half-dragons as that power leaches into them.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)
Amphibious. The giant can breathe air and water.
Actions
of a storm giant can affect the fate of thousands.
Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
aching limbs and easing guilty conscience. When I could breathe again, I gasped. And that was how the elf discovered me. The blind elf, whose beloved treasures I’d displaced to take my journey, pulled me
enraptured. As to what we beheld, well, imagine a place of staggering natural beauty and impossible elven artifice, an alien realm as distant and beautiful as the stars, but as much a part of you as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
.
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
massive, ever-growing collection. The first morkoths arose in the Astral Plane when the petrified body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving
. 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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
The north end of the tunnel forms the bottom of a widening shaft that
here wander the ruins. The power of the air node imbued them with elemental energy, so their attacks deal lightning damage instead of necrotic. They attack any creature that enters the cavern. N6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you
your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
extraordinary voice, creating astounding displays of aquatic magic. Palasha’s distant yet demanding nature has earned her a reputation for being haughty, but really, she’s just slow to trust
in jest. Having come alive at a party, Squirt was imbued with the urge to seek out fun wherever it can be found.
Alignment. Chaotic neutral.
Personality Trait. “Why do something yourself when you
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
extraordinary voice, creating astounding displays of aquatic magic. Palasha’s distant yet demanding nature has earned her a reputation for being haughty, but really, she’s just slow to trust.
Alignment
jest. Having come alive at a party, Squirt was imbued with the urge to seek out fun wherever it can be found.
Alignment. Chaotic neutral.
Personality Trait. “Why do something yourself when you can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. They have darkvision out to 60 feet. They have a swimming speed of 30 feet and can breathe air and water. Ishvern Stargazer Ishvern Ishvern (neutral good, sea elf scout), the de facto leader of the
covered in thick, black algae. At the center of the room stands a well, from which emanates the sound of distant waves and the cries of sea birds.
Here, initiates of Habbakuk once made offerings to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or
. This ancient altar to chaos is imbued with transmutation magic that reshapes its sides to show the faces of the most recent sentient humanoids to enter area 44. The top of the altar slab shows the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
retrieve empty buckets stacked there. Arch of Blades. The 3-foot-thick, 15-foot-diameter arch is a former trap imbued with enchantment magic. The Red Wizards suppressed the magic, but they couldn’t
holds its breath or doesn’t need to breathe has advantage on the saving throw. Ooze Pool. Filled with the remains of dead oozes, the pool is 2 feet deep and difficult terrain. A creature that enters the






