Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 7 results for 'down intentions are breath'.
Other Suggestions:
down invention are breathe
down invention are breaks
down invention are beats
down invention are bath
down invention are breath
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
body. The bone-dry air makes each breath burn hot and taste of the baked earth.
Below you, about fifty feet away, a camel watches two desert nomads unearth a hulking stone golem half-buried in the
glowing dimly. The Bedine nomads are wary of the characters until they assess the party’s intentions. A successful DC 12 Charisma check quickly allays their fears.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lizardfolk “In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the
, Stealth +4, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the characters approach the escarpment, the earth rumbles as the dragon tortoise raises its massive head out of the sand, addresses them, and asks their intentions. For the dragon tortoise, use the
dragon turtle stat block with the following changes: It speaks Draconic and Terran. It lacks a swimming speed and the Amphibious trait. Its breath weapon is a 60-foot cone of abrasive sand instead of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters’ minds. After all, it has a lot of catching up to do. The doppelganger has no ill intentions toward the characters but places self-preservation above all else. If the characters befriend Xerophon
)
WIS
10 (+0)
CHA
4 (−3)
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 0 (10 XP)
Hold Breath. Kingsport can hold its
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Candlekeep The great keep never fails to take my breath away: it stands on a volcanic crag a hundred or so feet from the coastline, a flat-topped spur of rough stone out in the midst of the surging
shut. Five purple-vestmented monks tend this entrance. One of them steps forward to greet those seeking admission, discussing with new arrivals their intentions and examining what gifts they have
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, occasionally performing threatening but harmless swoops near anyone he sees. When he spots the characters, he makes an intimidating display, scorching the ground with his fire breath before landing on
the characters arrive. The archfey is friendly toward the characters and curiously inquires as to their business in the domain. After some initial investigation of the characters’ intentions, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters convince the commoners of their good intentions, such as by offering gifts and by not drawing weapons, the lizardfolk lead them to area 9. The basting liquid is a spiced oil. Two of the
Class is 13 (natural armor). He has a swimming speed of 30 feet, and he can hold his breath for 15 minutes. He has a Wisdom score of 18 (+4). His skills are Deception +7, Insight +6, Persuasion +7






