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                        Returning 35 results for 'drive insults are breath'.
                    
                
                        
                            
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                                        drake insults are breathe
                                    
                                
                                    
                                        driven insults are beneath
                                    
                                
                                    
                                        driven insults are broach
                                    
                                
                                    
                                        driven insults are blath
                                    
                                
                                    
                                        drake insults are breaks
                                    
                                
                        
                    
                
                        
                                                     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
                                                    
                                                
                                            
                                                    ", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Desiccating Breath
                                                
                                            
                                                
                                                     (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    ", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic
                                                
                                            
                                                
                                                    ":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    "} slashing damage.
Desiccating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 90-foot cone. Each
                                                
                                            
                                                
                                                     creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
                                                
                                            
                                        
                                                    Dragonborn
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                        
                                                    Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious
                                                
                                            
                                                
                                                     insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
                                                
                                            
                                        
                                                     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->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->Tyranny of Dragons
                                                    
                                                
                                            
                                                     while making comments such as “sleep tight” and “have a pleasant evening” followed by insults muttered under their breath about the characters’ mud-spattered clothing and low breeding. If characters
                                                
                                            
                                        
                                                     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->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     while making comments such as “sleep tight” and “have a pleasant evening” followed by insults muttered under their breath about the characters’ mud-spattered clothing and low breeding. If characters
                                                
                                            
                                        
                                                     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->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Someday all will worship me. Until then, I track their insults with obsessive attention.  Demon Ideals  d6 Ideal   1 Self-Preservation. It’s everything and everyone for themselves in this cruel world. 2
                                                
                                            
                                                
                                                     one coin accepted in all realms and by all folk. 5 Ambition. We reach the station in the cosmos that we deserve due to our drive and talents. 6 Cruelty. Strength without regular demonstrations of its
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        





