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Returning 35 results for 'draws immersed are breathe'.
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Monsters
Tales from the Yawning Portal
Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
Magic Items
Icewind Dale: Rime of the Frostmaiden
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10
wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has
Monsters
Candlekeep Mysteries
Amphibious. Zikran can breathe air and water.
Magic Resistance. Zikran has advantage on saving throws against spells and other magical effects.
Spellcasting. Zikran is an 18th-level
damage. It is mounted atop a swivel and bolted to the dais. The cannon draws power from the crystal in the middle of the room. This crystal sparks with elemental power whenever the cannon is about to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
Monsters
Mythic Odysseys of Theros
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws against spells
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
Magic Items
Waterdeep: Dungeon of the Mad Mage
the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the
the vessel’s beam.
Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
. Once used, this property of the bident can’t be used again until the next dusk.
Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
Serpents of the Dreaming City draws power from an ancient amethyst dragon, which the cultists keep in eternal slumber with braziers of enchanted smoke.
2
A rogue purple worm swallowed a large
Monsters
Misplaced Monsters: Volume One
Amphibious. Seth can breathe air and water.
Invisible in Water. Seth has the invisible condition while fully immersed in water.Multiattack. Seth makes one Bite attack and two Claw attacks.
Bite
Shapeshifting Dragon is a vegetarian who likes to hide in the brush near waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
), breathe life into them, and help steer the campaign through their characters’ actions, your role is to keep the players (and yourself) interested and immersed in the world you’ve created, and to let
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath weapon is a blast of frigid water. Seth the Shapeshifting Dragon Medium Dragon
., darkvision 120 ft., passive Perception 16
Languages Aquan, Common, Draconic
Challenge 10 (5,900 XP) Proficiency Bonus +4
Amphibious. Seth can breathe air and water.
Invisible in Water. Seth has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Know Your Players While your players’ role is to create characters (the protagonists of the campaign), breathe life into them, and steer the campaign through their actions, your role as Dungeon
Master is to keep the players immersed in the world you’ve created and to give the characters the opportunity to do awesome things. Knowing what your players enjoy most about the D&D game helps you create
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the sea floor between Ruathym, the Whalebones, and the Korinn Archipelago. Any ship that sails over Maelstrom encounters a giant whirlpool, which inexorably draws the vessel into the depths. The
, or use magic to breathe. Characters who are drawn down into the depths must also contend with water pressure. Water Pressure Creatures and vehicles at Maelstrom’s depth take 7 (2d6) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Challenge 1/4 (50 XP) Proficiency Bonus +2
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the
Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property
innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk. Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in
distance equal in length to the vessel’s beam. Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area. Frigid Water A creature can be immersed in frigid water for a number of
. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
+4
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Elvish, Sylvan
Challenge 2 (450 XP)
Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If
immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.
Mantle Dependent. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fully immersed in wine. After 12 rounds, the wine fills the tomb. Use the underwater combat rules in chapter 9 of the Player’s Handbook to handle fighting in these conditions. Visibility within the
wine is limited to 5 feet. The ability to breathe water does not help a character drowning in wine. When 10 minutes have passed, the stone block sealing the tomb rises back up to its niche in the ceiling
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Ichthyglug’s quest and give Ezzat’s phylactery to the marid, the pool in this cavern turns into a vortex that draws Ichthyglug, the water, the quippers, and the lich’s phylactery back to the Elemental
appear only after the characters complete Ichthyglug’s quest and help the marid escape from Undermountain. The flame of the candle of the deep is not extinguished when immersed in water. It gives off
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
category. The Eye of Aurnozci might also take interest in a mortal who draws the Flames card from a Deck of Many Things—a tantalizing opportunity for the cult to make good on the card’s dire prophecy
known for the following regional effects: Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s atmosphere. Being immersed in water
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
diseased for 1d4 hours. A creature diseased in this way can breathe only underwater. When the cloud reaches the surface, it dissipates immediately. If the coffin is opened outside the water, the mucus
coiled up in the bones. When the eel is hungry, it attacks any creature smaller than it. The eel has the statistics of a giant constrictor snake, with the following changes: The eel can breathe only
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Challenge 2 (450 XP) Proficiency Bonus +2
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad
characters who offend or threaten her. Any such creature that enters the pool or starts its turn immersed in it takes 11 (2d10) acid damage. Cyrena knows the hags and their minions for what they truly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of shriekers. Their keening wail draws monsters to the area. Forest Oddities. The Abyssal influence on this region is responsible for a variety of strange effects and weird events. You can use the
encountered in the river have swimming speeds equal to their normal speeds and can breathe both air and water. Random Encounters. The Dunwater River Random Encounters table provides ideas for the sort of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Primordial, Sahuagin, and Undercommon. He has 144 hit points, resistance to acid damage, a swimming speed of 30 feet, and the ability to breathe air and water. He has prepared the conjure elemental
the dais. The cannon draws power from the crystal in the middle of the room. This crystal sparks with elemental power whenever the cannon is about to fire. If the crystal is destroyed, both Zikran’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
speed of 30 feet and can breathe underwater. Pool. The floor within 5 feet of the pool is crusted with the remains of the scrags’ meals. If a creature makes a Dexterity saving throw while on the
gate is underwater at the bottom of the pool. Development. If combat lasts longer than 3 rounds, the activity draws the attention of the creatures in area 81. They open the southern doors during the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. ALDITHA SIREGAR Beast Master Subclass
Level 3: Primal Companion You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land
12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence
ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
notices you, he curls his lips in a lopsided smile. “Well, now,” he says. “What can I do for you?”
Quentin (lawful evil, gnome noble) shrewdly shuns combat, but he draws his rapier and defends himself if
cast-iron devil faces mounted on its south side. If a creature without an employee pass card comes within 10 feet of the double door, the devil faces open their mouths and breathe a 10-foot-wide, 30
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
staff from doing the same. He carries a key for the storage closets in the cellar (area P18) but doesn’t recall anything important being stored in them. P4: Ballroom A jaunty waltz draws you into this
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or
Intelligence (Arcana) check to further discern that when an item is empowered, the altar also draws in the life force of creatures near it. When any magic item is placed on the altar for 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
other padded material that the firenewts sleep on in shifts. The smell in this area is horrid, like burning hair mixed with burning rubber. A disturbance in any of the chambers awakens and draws in all
you breathe. You can, however, barely make out what looks like a lantern farther back in the smoke.
These linked caverns are the lair of two smoke mephits. What the characters perceive as a dim






