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Returning 35 results for 'drive insect are breath'.
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Monsters
Heroes of the Borderlands
Hold Breath. The lizardfolk can hold its breath for 15 minutes.Multiattack. The lizardfolk makes one Bite attack and one Bone Pike attack.
Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4
trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva.
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
Fizban's Treasury of Dragons
+ 3);{"diceNotation":"1d12+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Steam Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
Monsters
Fizban's Treasury of Dragons
and it has disadvantage on attack rolls until the end of its next turn. On a successful save, the creature is immune to this hollow dragon’s Sapping Presence for 24 hours.
Radiant Breath
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The hollow dragon exhales radiant flames in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity
Monsters
Fizban's Treasury of Dragons
","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Steam Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"slashing"} slashing damage.
Disorienting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
Monsters
Fizban's Treasury of Dragons
instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Monsters
Fizban's Treasury of Dragons
":"slashing"} slashing damage.
Scintillating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in
a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
Monsters
Fizban's Treasury of Dragons
damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 60-foot cone. Each
creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
Dragonborn
Legacy
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Species
Basic Rules (2014)
to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.
A continual drive for
. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.
monsters
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Corroding Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corroding Breath
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
Backgrounds
Ghosts of Saltmarsh
your character.
D6
HARDSHIP
1
Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have
difficult and struggle to say the right thing in social situations.
3
My intensity can drive others away.
4
I hold grudges and have difficulty forgiving others.
5
I become irrational when
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect
repellent, see “Buying a Special Item”). A giant or humanoid that takes damage from insect swarms or from giant centipedes, giant scorpions, or giant wasps is exposed to the disease at the end of the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
Skills Stealth +5, Survival +5
Gear Shield
Senses Passive Perception 11
Languages Common, Draconic, Primordial (Terran)
CR 1 (XP 200; PB +2)
Traits
Hold Breath. The lizardfolk can hold its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
actually leap off their mounts into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the death blow, distracted
before it hits the rooftops below. Riders of the Griffon Cavalry are trained to stay above the rooftops, not because they fear crashing into towers and weather vanes, but because the smell of so much horseflesh in the streets below can sometimes drive their griffons into a frenzy. Griffon Cavalry on Patrol
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 6 (2,300 XP)
Actions
Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in
: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
maintaining the bounds of that position. A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate
the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
come to drive a stake through my heart, you’ll have to return it first.”
After making introductions, the vampirate captain confesses that his flagship and its crew are all that remains of his fleet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, 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
territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of
Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
characters leave and take a long rest before confronting Sparkrender, or if they flee from combat with Sparkrender and return after they’ve rested. Another possibility is that the characters drive
Dragon” in area D5 for ideas on how to play Sparkrender in this encounter. He uses Breath Weapon as the characters approach the scene (unleashing lightning into the sky), so he has to wait for this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Blindness/Deafness Transmutation — Blur Illusion C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Darkness Evocation C Darkvision Transmutation — Detect Thoughts Divination C Dragon’s Breath
Evocation C Cloudkill Conjuration C Cone of Cold Evocation — Creation Illusion — Dominate Person Enchantment C Hold Monster Enchantment C Insect Plague Conjuration C Seeming Illusion — Synaptic Static
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Blindness/Deafness Transmutation — Blur Illusion C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Darkness Evocation C Darkvision Transmutation — Detect Thoughts Divination C Dragon’s Breath
Evocation C Cloudkill Conjuration C Cone of Cold Evocation — Creation Illusion — Dominate Person Enchantment C Hold Monster Enchantment C Insect Plague Conjuration C Seeming Illusion — Synaptic Static
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:
Fire Breath
damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Plane of Water), is a region of frigid winds called the Mistral Reach. These gales drive snowstorms into the Frostfell and away from it, toward the heart of the plane. Earth motes in the reach are covered with snow and ice.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s grip on reality. It has become deranged and believes that the mine is still in use, ignoring all evidence to the contrary.
The wraith (area 14) wants to drive off or kill the
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->Icewind Dale: Rime of the Frostmaiden
their efforts to helping the dragon inflict suffering on others. A chardalyn dragon serves the tyrannical will of its evil creator—a tireless drive devotion that exceeds its own instinct of self
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->Monster Manual (2014)
Behir The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and
dozen miles of a behir’s lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
scribbling notes to herself while cursing various “unappreciative” child workers under her breath. If Bavlorna Blightstraw fled Downfall in chapter 2, she is slumped against the wall under the stairs and
their magic to drive others to do the opposite of what they desire. All the book’s writing is backward. Pity He’s an Elf is a collection of illustrated short stories about an elf adventurer named Aethyn
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from.
2 A red dragon’s fiery breath is the only means of completing an
raised there.
4 Ogres and ettins cowed by a young red dragon wander the foothills near the dragon’s lair, helping to drive away intruders.
5 A colony of mind flayers has captured and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
and unpredictable when I drink. 2 I find civilian life difficult and struggle to say the right thing in social situations. 3 My intensity can drive others away. 4 I hold grudges and have difficulty
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning
(1d10 + 2) piercing damage.
Fire Breath (Recharge 5–6). The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to be alive. Eggs. A heap of oblong insect eggs filled with swirling, psychedelic colors fills the center of the room. These eggs are a manifestation of the dream energy the Drought Elder is stealing
the characters should “welcome the endless” and “escape the tyranny of breath.” D4: Vestige of Consciousness The chitinous tunnel widens into a domed, circular area. At its center, a ring of strange
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
directs at least one attack each round at such a character.
4 The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about
feature unless the encounter is going badly, then either activates the feature or tries to goad the characters into doing so.
13 Spell effects and breath weapons used inside the dragon’s lair cause






