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                        Returning 33 results for 'divine instincts are breath'.
                    
                
                        
                            
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                                        divine instinct are breathe
                                    
                                
                                    
                                        divine instances are breathe
                                    
                                
                                    
                                        divine instinct are beneath
                                    
                                
                                    
                                        divine instinct are breaks
                                    
                                
                                    
                                        divine instinct are beats
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"3d6", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"psychic"} psychic damage.
Heat Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Abyssal Rift
                                                
                                            
                                                
                                                    ", "rollAction":"Heat Breath", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollDamageType":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"necrotic"} necrotic damage.
Necrotic Breath (Recharge 6
                                                
                                            
                                                
                                                    );{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Necrotic Breath"}. The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Hold Breath. Krull can hold his breath for 1 hour.
Inescapable Destruction. Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Spellcasting. Krull is a 14th-level
                                                
                                            
                                                
                                                     undead, true seeing
7th level (1 slot): divine word, regenerateClaws. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 7
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
                                                
                                            
                                                
                                                     6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     reduces the targetâs Charisma to 0, the target dies. Until the breath drinker dies, the dead target canât be returned to life by any means short of divine intervention. On a successful save
                                                
                                            
                                                
                                                    Incorporeal Movement. The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    .
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
                                                
                                            
                                                
                                                     legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she canât choose another
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Platinum Brilliance (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath
                                                
                                            
                                                
                                                     target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Desiccating Breath
                                                
                                            
                                                
                                                     (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic
                                                
                                            
                                                
                                                    ":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     finish a long rest.
Ways to Read the Kill
d6
Reading
1
Using a tiny bellows to pump one last breath into a corpse.
2
Reading the entrails with special reading-the-entrails
                                                
                                            
                                                
                                                     death of a creature has unintended consequences. Within seven days of a creatureâs death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     damage.
Desiccating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 60-foot cone. Each
                                                
                                            
                                                
                                                     creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "} slashing damage.
Desiccating Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 90-foot cone. Each
                                                
                                            
                                                
                                                     creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    . Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2
                                                
                                            
                                                
                                                     levels of exhaustion.
20
Dahlver-Narâs Tooth (dusty human molar)
1 priest
As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three headsâ conflicting instincts. Their heads agree on little but their desires to feed and to drive
                                                
                                            
                                                
                                                     competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Shadows, Cat Lord
  Animal lords are the immortal spirits of legendary animals. They serve as the divine protectors of animals of their kind, and they appear as hybrids of humanoids and the animals
                                                
                                            
                                                
                                                     with subtle, animal-like features. No matter their appearance, animal lords exhibit the instincts and predilections of the animals they represent, tempered by their intellect and experience.
 Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Final Breath A deityâs favored servant lies dying and calls down divine wrath. Pronouncement. The dying creature declares to the killer, âMay your mind grow dim in battle until the sun sets forever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles arenât natural swimmers, but they can remain
                                                
                                            
                                                
                                                    . Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. Languages. You can speak, read, and write Aquan and Common.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Dragonborn of Sardior Sardior is said to have died in the destruction of the First World. But many believe that Sardiorâs divine essence survives within every gem dragon. This philosophy is central
                                                
                                            
                                                
                                                     chapter 3). Sardiorâs champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     their reckless creators, but many possess disjointed memories and instincts from their component parts. If wounded, these golems might go berserk and vent their confusion on anything in their sight
                                                
                                            
                                                
                                                     and the divine lies shatteredâopen is the mold for new gods. It was I who invaded the divine. Not with a spear but with a stitch. Not with my heresies but with my heart.
 âViktra Mordenheim, Darklord
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamatâs divine power is mighty enough to break the chains that bind Elturel
                                                
                                            
                                                
                                                     tells Arkhan as such. Read or paraphrase the following: A shroud of confusion passes over Arkhanâs face, dissolving his bravado. He mutters to Tiamat under his breath, âIs that wise, my queen?â Then his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     tremendous sacrificeâa vast hoard or even the followerâs own lifeâmight convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum
                                                
                                            
                                                
                                                     mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm. Aspect of Bahamut
 Gargantuan Dragon (Metallic), Lawful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     damage.
 Acid Breath (Recharge 5â6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
 Slowing Breath
                                                
                                            
                                                
                                                     ft. Hit: 7 (1d10 + 2) Slashing damage.
 Acid Breath (Recharge 5â6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragonâs head is defined
                                                
                                            
                                                
                                                     effect ends for it, the creature is immune to the dragonâs Frightful Presence for the next 24 hours.
 Breath Weapons (Recharge 5â6). The dragon uses one of the following breath weapons:
 Fire Breath
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. His Lightning Breath becomes Shadow Breath, dealing necrotic damage instead of lightning damage. A humanoid reduced to 0
                                                
                                            
                                                
                                                     sense, with a successful DC 20 Wisdom (Insight) check, that itâs of divine origin. (The moonlight is a blessing from SelĂ»ne, though thereâs no way for the characters to confirm this.) Three successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Edaâs home. She would protect it to her dying breath and wants its people to prosper. Flaw. Eda is suspicious of outsiders, and she is too quick to trust those familiar to her. Gellan Primewater
                                                
                                            
                                                
                                                     Gellan (NE male human noble) is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. With his cunning instincts, he has positioned his family to become the most prominent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
                                                
                                            
                                                
                                                     and also children of the world, birthed from the marrow of mountains, the hot blood of volcanoes, and the breath of hurricanes. Annam conceived the giants to be masters of the world. He gave them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , Common, Draconic
 Challenge 6 (2,300 XP)
 Hold Breath. Krull can hold his breath for 1 hour.
 Inescapable Destruction. Necrotic damage dealt by Krullâs spells ignores resistance to necrotic damage
                                                
                                            
                                                
                                                     seeing
 7th level (1 slot): divine word, regenerate
 Actions
 Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
 +1 Maul. Melee Weapon Attack: +9 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     enemy of every enterprise.
 Ways to Read the Kill    d6 Reading 
     1  Using a tiny bellows to pump one last breath into a corpse. 
   2  Reading the entrails with special reading-the-entrails
                                                
                                            
                                                
                                                     the Balance As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creatureâs death, you can use your occultant abacus to divine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     to glory. He rationalizes any setbacks (including his capture and imprisonment) as part of his âdivine plan.â His killings are carefully ritualized, following an exacting process of cutting open the
                                                
                                            
                                                
                                                     (or at least that the death of his mortal form means nothing to him), so he is completely fearless. He assumes everything is part of his divine plan, and enthusiastically participates in any plot to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     in Xanatharâs Guide to Everything
 Moradin The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath. Moradin is the master of
                                                
                                            
                                                
                                                     for their obsessions, whether craft, ale, or gold. There is a simpler explanation for the divine inspiration they claim to experience. Dwarves are neurotic.
  Clangeddin Silverbeard Known as the Father
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     storm!
 Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
                                                
                                            
                                                
                                                     three victories. They see the dragon tear down the House of Thalivar and fly away! To resolve the quest, go to Event 15: âDivine Contention.â The players scored three or more victories. The townâs archers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
                                                
                                            
                                                
                                                     orc that has been chosen by Gruumsh must gouge out one of its eyes as a sign of devotion, sacrificing half of its mortal vision in return for divine power. These god-touched orcs are revered as living
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
 1/Day Each: Commune, Raise Dead
 Bonus Actions
 Divine Aid (2/Day). The deva casts Cure Wounds, Lesser
                                                
                                            
                                                
                                                     + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
 Steam Breath (Recharge 5â6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone
                                                
                                            
                                        






