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                        Returning 35 results for 'doesn instantly are breathe'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Water Breathing. The piranha can breathe only underwater.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}) (with Advantage if the target doesnât have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Water Breathing. The shark can breathe only underwater.Bite. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} (with Advantage if the target doesnât have
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     every 24 hours and doesnât return to normal after finishing a Long Rest. If the curse reduces the targetâs Hit Point maximum to 0, the curse ends, and instead of dying, the target
                                                
                                            
                                                
                                                     instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Water Breathing. The shark can breathe only underwater.Multiattack. The shark makes two Bite attacks.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
                                                
                                            
                                                
                                                    ":"Bite"} (with Advantage if the target doesnât have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the sharkâs allies is within 5 feet of the creature and the ally doesnât have the
                                                
                                            
                                                
                                                     Incapacitated condition.
Water Breathing. The shark can breathe only underwater.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Temporary Hit Points.
Water Breathing. The swarm can breathe only underwater.Bites. Melee Attack Roll: +5 (with Advantage if the target doesnât have all its Hit Points), reach 5 ft. Hit: 8 (2d4
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesnât have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesnât have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
                                                
                                            
                                                
                                                    ", "rollDamageType":"Necrotic"} Necrotic damage, and the target receives an infernal wound if it doesnât have one. While wounded, the target loses 10 (3d6);{"diceNotation":"3d6", "rollType":"roll
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesnât age and doesnât need to
                                                
                                            
                                                
                                                     breathe, eat, or drink.
You can take a Magic action to remove the flaskâs stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll: +13;{"diceNotation":"1d20+13
                                                
                                            
                                                
                                                     (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Fire"} Fire damage. Being underwater doesnât grant Resistance to this Fire damage.
Tail. Melee Attack Roll
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each targetâs body is left
                                                
                                            
                                                
                                                     behind in a state of suspended animation; it has the Unconscious condition, doesnât need food or air, and doesnât age.
A targetâs astral form resembles its body in almost every way
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
                                                
                                            
                                                
                                                     Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesnât have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The frog can breathe air and water.
Standing Leap. The frogâs Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
                                                
                                            
                                                
                                                    âs next turn, the swallowed target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage. If that damage doesnât kill it, the frog disgorges it, causing it to exit Prone.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesnât have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.Spear. Melee or Ranged Attack Roll: +3
                                                
                                            
                                                
                                                     triggering creature. Failure: The attackâs weapon sticks to the kuo-toaâs shield. If the target doesnât let go of the weapon, the target has the Grappled condition while the weapon is
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesnât need to breathe, eat, or drink, and it doesnât age. Divination spells can&rsquo
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane
                                                
                                            
                                                
                                                     or a plane that doesnât border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the ally doesnât have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
                                                
                                            
                                                
                                                    ;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesnât provoke Opportunity Attack;Opportunity Attacks when it flies out of an
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space
                                                
                                            
                                                
                                                     speak the name of a specific creature (a pseudonym, title, or nickname doesnât work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    .
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesnât want you as its bearer, the weapon not only
                                                
                                            
                                                
                                                     accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
                                                
                                            
                                                
                                                     using magic, or a place you know through someone elseâs description, perhaps from a map.
âFalse destinationâ is a place that doesnât exist. Perhaps you tried to scry an enemy
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the creature, the figurine doesnât become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
                                                
                                            
                                                
                                                     ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , you donât need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesnât give you the benefit of exhaling the breath.
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The scrag can breathe air and water.
Keen Smell. The scrag has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The scrag regains 10 hit points at the start of
                                                
                                            
                                                
                                                     its turn. If the scrag takes acid or fire damage, this trait doesnât function at the start of the scragâs next turn. The scrag dies only if it starts its turn with 0 hit points and doesn
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    , without needing to make an ability check.
Unusual Nature. The vampirate doesnât require air or drink.Energy Drain. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
                                                
                                            
                                                
                                                     damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DMâs control.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesnât change.
Innate
                                                
                                            
                                                
                                                     against spells and other magical effects.
Unusual Nature. Auril doesnât require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    .
Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. Ghald can magically command any shark within 120
                                                
                                            
                                                
                                                     attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghaldâs that isnât incapacitated and Ghald doesnât have disadvantage on the attack
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesnât need to breathe
                                                
                                            
                                                
                                                    , eat, or drink, and it doesnât age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     encased, the creature doesnât need to breathe, eat, or drink, and it doesnât age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                    Flyby. The star lancer doesnât provoke opportunity attack;opportunity attacks when it flies out of an enemyâs reach.Horn. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
                                                
                                            
                                                
                                                    ;vahâkârelâ in the Gith tongue) and came to realize star lancers are reincarnations of the dead godâs most ardent worshipers. When a star lancer dies, its soul instantly returns
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     enough to contain the creature. While encased, the creature doesnât need to breathe, eat, or drink, and it doesnât age. Nothing can pass through the orb, nor can any creature teleport or use
                                                
                                            
                                                
                                                     mechanical animal or plant.
This Construct doesnât have a control amulet and canât be controlled like other shield guardian;shield guardians.Poison
                                                
                                            
                                        
                                                     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
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesnât need to breathe, eat, or drink
                                                
                                            
                                                
                                                    , and it doesnât age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents
                                                
                                            
                                        






