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Returning 35 results for 'doors improved are breath'.
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Monsters
Tyranny of Dragons
Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a
":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Breath"}. Langdedrosa
Monsters
Icewind Dale: Rime of the Frostmaiden
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Radiant Breath"}. The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in
that line must make a DC 16 Dexterity saving throw, taking 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Radiant Breath","rollDamageType":"radiant"} radiant damage on a failed save, or
Monsters
Quests from the Infinite Staircase
.
Zephyr Step. In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attack;opportunity attacks.Nafas is the breath of the multiverse, an
ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
hit points or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 90
-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10);{"diceNotation":"9d10", "rollType":"damage", "rollAction":"Nightmare Breath
Adult Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 60-foot cone
. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Nightmare Breath
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fane Features The fane consists mostly of caverns, some improved by magical manipulation of the rock. The northeast portion includes chambers built by the dwarves of Besilmer, so it resembles the
. Only creatures devoted to Elemental Evil are untroubled by the sensations. Doors. Doors are made from stone slabs balanced on central pivots. Opening a door creates two openings about 3 feet wide
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20.
Actions
Multiattack. Langdedrosa
hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Nafas Once there was everything, and once there was nothing but air. Then came a breath—a collective sigh exhaled by every plane and every world in one ephemeral gust. Multiversal winds blew into the
Infinite Staircase through its doors, coalescing into Nafas (na-FASS), a noble genie infused with cosmic potential. Nafas is detailed in the following sections and in appendix B.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20.
Actions
Multiattack. Langdedrosa
hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20.
Actions
Multiattack. Langdedrosa
hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe
1d10 + her level. Once she uses this feature, she can’t use it again until she finishes a short or long rest. 3rd 26 (4d8 + 8) Improved Critical. Levna’s attack rolls now score a critical hit on a roll
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Breath of the Multiverse Wisps of twinkling multiversal dust trail Nafas wherever he goes, evidence of the djinni’s deep connection to the planes that bore him. Calm, clement, and dressed in
control the staircase or its doors, and he holds no sway over their destinations or who may enter through them. The djinni is a product of the multiverse, a distant observer bound to the realm by the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caverns of a copper dragon’s lair might be carved out or expanded by the dragon’s powerful acid breath. Copper dragon burrows are often sinuous and winding, featuring twists, turns, and dead ends. Blank
View Player Version Copper Dragon Lair Features The copper dragon lair shown in map 5.6 is a network of tunnels and large chambers dug beneath dry, rocky hills. The dragon’s acid breath has left the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
dragon form and enters the temple through the giant doors (area 4). If the characters have an airship outside, she ignores it and makes her way inside, expecting to run into trouble. If the airship’s
crew deals damage to her, she destroys the airship’s balloon with her breath weapon and casts ice storm on the crew. The dragon cultists, if they’re still aboard the airship, recognize her and stay out
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
injured, it sprays tiles instead of bleeding. It is thin in one dimension and can use that fact to its advantage in combat. The creature flies up to the ledge to use its fire breath at range, flying down
Hazard The double doors leading to area 12 are plated in corroded copper engraved to depict a group of wizards peering over a pool of water. The oversized figure of a male wizard at the top of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
injured, it sprays tiles instead of bleeding. It is thin in one dimension and can use that fact to its advantage in combat. The creature flies up to the ledge to use its fire breath at range, flying down
) check. Door Hazard The double doors leading to area 12 are plated in corroded copper engraved to depict a group of wizards peering over a pool of water. The oversized figure of a male wizard at the top of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Nafas Kevin Glint The mighty djinni Nafas prepares to dispatch a threat within his sanctum Nafas is the breath of the multiverse, an ancient djinni born from the planar winds that blow through the
myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud of twinkling stardust follows Nafas wherever he goes, as evidence of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the fire reappears in the brazier’s rim. Development If the brazier, the hourglass, or either golem is attacked, the doors of the room magically slam shut and lock (unless they are being held or wedged
open), and the golems animate and attack. On the first round, the golems fill the room with their poison breath, which issues from the horses’ mouths. (Each creature in the room must make two saving
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
door, accompanied by their maschin-i-bozorgs. They shut and lock the doors behind them. As the kagu-svirfneblin approach the tunnel to the Underdark (area F10), they collect the treasure and hook
.
Grisdelfawr attacks the party on sight. Amoral and sadistic, the dragon fights without remorse. Grisdelfawr is astonished at the resilience of any who endure his breath, especially those who benefited from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is tinted blue on the map. Submerged areas are tinted blue from wall to wall. Characters who can’t breathe underwater must hold their breath in a submerged area. While submerged, they are also
creatures that can’t breathe water aren’t likely to survive for long without the aid of water breathing spells or similar magic.
Doors and Secret Doors. The giant-sized doors throughout Maelstrom
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the gargoyle who gave her the gem is a messenger from House Druu’giir, and that killing Lorthuun will redeem her. 7b. Zhentarim Warehouse The double doors leading to the Zhentarim warehouse are made of
thick zurkhwood reinforced with iron bands. A window slit at eye level allows two human veterans stationed inside the doors to peer out into the cavern. They will not open the doors to strangers
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
spring, a bulette terrorized farms at the north end of the Ribbon. One day, out of the blue, a copper dragon swooped down and dissolved the bulette with its acid breath, saving a farmer’s life.” Zakia
mostly good news. Copper dragons are even-tempered but also miserly. They’re as fond of music, jokes, and riddles as they are of treasure. Their burrows are often sinuous, winding, and riddled with secret doors.” Jabari Weathers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-preservation. Thus, the dragon will destroy itself in pursuit of its master’s desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies
Breath (Recharge 5–6). The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
a frost giant or similarly sized creature can wrap its mouth around the narrow end of the horn and muster the breath needed to blow it. Sounding the horn requires an action. Development. If the horn
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Mountain Door The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddin’s folk, who created a series of halls and guard
. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fell short. The White Sails company in which he invested grew to become Mintarn’s preminent supplier of mercenary ships and soldiers. Things only improved when Waterdeep wasted its navy chasing
slumber. When they can’t hear such noises, you might think folk of Mintarn would be inclined to explore Skadaurak, but as it was explained to me, the lack of the dragon snoring might mean he is away hunting somewhere, but it could just as easily mean he is present, watching, and holding his breath.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
table scraps. If the goblins are attacked, they flee west through the hallway and beat on the doors to area 31 until they are let inside. If the western tunnel is blocked off, they make their stand
, and goblins forced to serve the characters are quick to betray them when the characters no longer have the upper hand. 26. Ducal Quarters This T-shaped hallway has doors to the north and south. Each
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lower Level Locations The following locations are keyed to map 4.1. S1: Doors of Glass and Brass The front doors leading to the atrium (area S2) are unlocked and unobstructed. They swing open easily
also rises to meet the balcony.Glass doors lead out to the east and west. To the northeast is a chamber with a crystal fountain as its centerpiece.
The fountain is described in area S3. The balcony
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from cards of various sizes from the Deck of Many Things. Some show their intricately patterned backs, while others show their faces. Four large cards that serve as doors lead from the chamber: Rogue
) lair here. They try to steal the characters’ magic before darting away to feed. Doors. The door to the west wall shows the Balance card. The door to the south shows the Donjon card. 8: Balance A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
opened from the outside, except with the use of a knock spell or similar magic. Pushing a lever in area X6 retracts the stone bars and causes the doors to swing inward on squealing iron hinges. Beyond
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
damage on a failed save, or half as much damage on a successful one. Once the statue has breathed flame, it rotates back to face east. Secret Doors. There are secret doors in the north and south walls. A
both stat blocks). S16: Study An old desk sits in this study. One of its legs is missing and has been propped up with chunks of rubble. Doors lead from this room to the west, north, and east.
The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
claim the final orrery component from her. Map 5.2 shows the layout of Lottie’s Palace.
Map 5.2: Lottie's Palace 1. Gambling Den As you pass through the doors, you enter a world of opulence. Glass
the far wall features another set of double doors.
The clientele here all look a lot like the duergar you saw in the town of Fortune. All are gambling in a frenzy, arguing with one another over tokens






