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                        Returning 35 results for 'dream insight are breathe'.
                    
                
                        
                            
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                                        dream insight are breath
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
                                                
                                            
                                                
                                                     a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ;s choice). Their spells might also be different. Some known Elder Evils include the following:
Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
Caiphon, the Dream
                                                
                                            
                                                
                                                     minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hagâs innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
                                                
                                            
                                                
                                                     imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of the Fetid Gaze are within 30 feet of one another, they can each cast the following spells from
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.Multiattack. The herald makes one Claw attack
                                                
                                            
                                                
                                                     from the world, storm giants sometimes stray into the orbit of such creatures, perhaps while seeking insight into some omen, vision, or prophecy. Kraken;Krakens, aboleth;aboleths, and Great Old Ones
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
                                                
                                            
                                                
                                                     may arise.
3
What use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     Feature"} or chosen by the DM:
1â3: Amphibious. The mongrelfolk can breathe air and water.4â9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
                                                
                                            
                                                
                                                     with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
                                                
                                            
                                                
                                                     multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.
3
What use is vast knowledge or insight if it is not
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     wherever it may arise.
3
What use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7
The Donkeyâs Dream
                                                
                                            
                                                
                                                     telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom
                                                
                                            
                                        
                                                    Green Hag
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                     with a successful DC 14 Wisdom (Insight) check.Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4
                                                
                                            
                                        
                                                    Ancient Gold Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its
                                                
                                            
                                        
                                                    Green Hag (Coven Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                     with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard
                                                
                                            
                                        
                                                    Adult Gold Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Luluâs Dream Quest Before they can retrieve the Sword of Zariel, the characters must learn the location of the Bleeding Citadel, which is trapped in Luluâs hidden memories. When Mad Maggie becomes
                                                
                                            
                                                
                                                     is interrupted and sheâll be forced to start over. An incomplete ritual yields no insight into Luluâs memories. As the hag initiates the ritual, the characters sense the telepathic bond forming
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     you make an Intelligence (History) check or an ability check using calligrapherâs supplies, you can roll a d4 and add the number rolled to the ability check. Scribeâs Insight. You know the message
                                                
                                            
                                                
                                                     languages, illusory script 
   2nd  animal messenger, silence 
   3rd  sending, tongues 
   4th  arcane eye, confusion 
   5th  dream
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Scribe. When you make an Intelligence (History) check or an ability check using calligrapherâs supplies, you can roll a d4 and add the number rolled to the ability check. Scribeâs Insight. You know the
                                                
                                            
                                                
                                                     comprehend languages, illusory script 2nd animal messenger, silence 3rd sending, tongues 4th arcane eye, confusion 5th dream
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Incubus Life-Leeching Dream Stalker Habitat: Planar (Lower Planes), Urban; Treasure: Any   Jodie Muir   
  Incubi exploit the vulnerability of mortal dreams. Slipping into the homes of sleepers
                                                
                                            
                                                
                                                      20  +5  +5 
   
 Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
 Resistances Cold, Fire, Poison, Psychic
 Senses Darkvision 60 ft.; Passive Perception 15
 Languages
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    )
 Hit Points 85 (10d10 + 30)
 Speed 30 ft., swim 30 ft.
  STR
 17 (+3)
 DEX
 12 (+1)
 CON
 16 (+3)
 INT
 15 (+2)
 WIS
 16 (+3)
 CHA
 12 (+1)
 
 Skills Deception +3, Insight +5, Stealth
                                                
                                            
                                                
                                                     +3
 Senses blindsight 30 ft., passive Perception 13
 Languages Olman
 Challenge 3 (700 XP)
 Amphibious. Kalka-Kylla can breathe air and water.
 False Appearance. While Kalka-Kylla remains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    )
 
  DEX
 12 (+1)
 
  CON
 16 (+3)
 
  INT
 14 (+2)
 
  WIS
 10 (+0)
 
  CHA
 18 (+4)
Skills Arcana +5, Deception +7, Insight +3, Persuasion +7
 Damage Resistances acid, lightning
                                                
                                            
                                                
                                                    , thunder
 Senses passive Perception 10
 Languages Aquan, Common
 Challenge 6 (1,100 XP)
 Amphibious. Shoalar can breathe air and water.
 Innate Spellcasting. Shoalarâs innate spellcasting ability is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Insight +4, Perception +7, Stealth +3
 Immunities Lightning
 Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
 Languages Common, Draconic
 CR 8 (XP 3,900; PB +3)
 Traits
                                                
                                            
                                                
                                                    
 Amphibious. The dragon can breathe air and water.
 Actions
 Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
 Rend. Melee Attack Roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
      Ability Score Mod Save 
    Int  16  +3  +3 
  Wis  13  +1  +5 
  Cha  20  +5  +5 
   
 Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
 Immunities Fire
 Senses Blindsight
                                                
                                            
                                                
                                                     30 ft., Darkvision 120 ft.; Passive Perception 19
 Languages Common, Draconic
 CR 10 (XP 5,900; PB +4)
 Traits
 Amphibious. The dragon can breathe air and water.
 Actions
 Multiattack. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Lightning
 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
 Languages Draconic
 CR 2 (XP 450; PB +2)
 Traits
 Amphibious. The dragon can breathe air and water.
 Actions
                                                
                                            
                                                
                                                     
  Cha  17  +3  +3 
   
 Skills Insight +4, Perception +7, Stealth +3
 Immunities Lightning
 Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
 Languages Common, Draconic
 CR 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    )
 
  DEX
  12 (+1)
 
  CON
  14 (+2)
 
  INT
  12 (+1)
 
  WIS
  16 (+3)
 
  CHA
  10 (+0)
Saving Throws Wis +6
 Skills Insight +6, Perception +6
 Senses darkvision 120 ft., passive
                                                
                                            
                                                
                                                     Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
 Shark Telepathy. The high priestess can magically command
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                    )
 
  DEX
 12 (+1)
 
  CON
 14 (+2)
 
  INT
 12 (+1)
 
  WIS
 16 (+3)
 
  CHA
 10 (+0)
Saving Throws Wis +6
 Skills Insight +6, Perception +6
 Senses darkvision 120 ft., passive
                                                
                                            
                                                
                                                     Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
 Shark Telepathy. The high priestess can magically command any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    )
 
  WIS
  16 (+3)
 
  CHA
  18 (+4)
Saving Throws Int +6, Wis +6
 Skills Deception +7, Insight +6, Perception +6
 Condition Immunities blinded, charmed, frightened
 Senses blindsight 60 ft
                                                
                                            
                                                
                                                     following spells, requiring no material components:
 At will: detect magic, disguise self
 3/day each: dream, hypnotic pattern, sleep (9d8)
 1/day each: legend lore, scrying
 Magic Resistance. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      +4  +4 
  Dex  15  +2  +2 
  Con  16  +3  +3 
      Ability Score Mod Save 
    Int  16  +3  +3 
  Wis  14  +2  +2 
  Cha  16  +3  +3 
   
 Skills Deception +6, Insight +5, Perception +5
                                                
                                            
                                                
                                                    ; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spellâs messenger, and the target must be a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     
  Cha  16  +3  +3 
   
 Skills Deception +6, Insight +5, Perception +5, Stealth +5
 Resistances Cold, Fire
 Immunities Charmed
 Senses Darkvision 120 ft.; Passive Perception 15
 Languages
                                                
                                            
                                                
                                                    : +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
 Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     also be different. Some known Elder Evils include the following:
 Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
 Caiphon, the Dream Whisperer. A purple star whose
                                                
                                            
                                                
                                                     demise.
 Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
 Zhudun, the Corpse Star. A dead star that whispers of the power to defy death
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    
 Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
 Senses darkvision 120 ft., passive Perception 11
 Languages Aquan, Common, thievesâ cant
 Challenge 3 (700 XP)
 Shapechanger. The deep
                                                
                                            
                                                
                                                     carrying isnât transformed. The deep scion reverts to its true form if it dies.
 Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
 Actions
 Multiattack. In humanoid form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     +5, Wis +7, Cha +9
 Skills Insight +7, Nature +5, Perception +7
 Damage Resistances acid, fire
 Senses blindsight 60 ft., passive Perception 17
 Languages Aquan, Common, Sylvan
 Challenge 12
                                                
                                            
                                                
                                                     (8,400 XP) Proficiency Bonus +4
 Amphibious. The riverine can breathe air and water.
 Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     +4, Perception +4, Stealth +3
 Senses darkvision 60 ft., passive Perception 14
 Languages Common, Draconic, Sylvan
 Challenge 3 (700 XP)
 Amphibious. The hag can breathe air and water.
 Innate
                                                
                                            
                                                
                                                     illusion, vicious mockery
 Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     in the dream-vaults of dread ancients roil seas of terrifying truth. Our age is an island, and the ebb of primordial tides avows the Stygian wave.â
 âEvard, Sighs of the All-Seeing Worm
 Aboleth
                                                
                                            
                                                
                                                     Speech; telepathy 120 ft.
 CR 10 (XP 5,900, or 7,200 in lair; PB +4)
 Traits
 Amphibious. The aboleth can breathe air and water.
 Eldritch Restoration. If destroyed, the aboleth gains a new body in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution. Aboleth
 Large aberration, lawful evil
                                                
                                            
                                                
                                                     (5,900 XP)
 Amphibious. The aboleth can breathe air and water.
 Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the
                                                
                                            
                                                
                                                    )
Saving Throws Int +5, Wis +2
 Skills Deception +7, Insight +2, Persuasion +7
 Damage Resistances psychic
 Condition Immunities charmed, frightened
 Senses passive Perception 10
 Languages Common
                                                
                                            
                                        






