Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'dying intense are breath'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        during intensely are breath
                                    
                                
                                    
                                        dying intense are breathe
                                    
                                
                                    
                                        during intense are break
                                    
                                
                                    
                                        during intense are breathe
                                    
                                
                                    
                                        daring intend are breath
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20
                                                
                                            
                                                
                                                    +5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
1st
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Hold Breath. Krull can hold his breath for 1 hour.
Inescapable Destruction. Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Spellcasting. Krull is a 14th-level
                                                
                                            
                                                
                                                     prepared:
Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"3d6", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"psychic"} psychic damage.
Heat Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Abyssal Rift
                                                
                                            
                                                
                                                    "}. The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8);{"diceNotation":"6d8", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    : âIâll protect this beautiful world from the ravages of evil with my dying breath.â
Flaw: âI donât care if my words hurt othersâ feelings.âLightning, ThunderCold
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , masterminds have a breath weaponâa billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.
Dying draconian masterminds are a sight to behold
                                                
                                            
                                                
                                                    .
Noxious Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Noxious Breath"}. The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     prefers to hurl daggers from a distance. When targeting a lone individual, especially someone he has been hired to kill, he prefers the up-close-and-personal garrote, so that he can hear the dying breath
                                                
                                            
                                        
                                                     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 5â6);{"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
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     unconscious condition but is stable instead of dying.
Breath of Tranquility (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath of Tranquility"}. The Gardener exhales soporific
                                                
                                            
                                                
                                                     terrain.Multiattack. The Gardener makes two Vine attacks and can use Breath of Tranquility if available.
Vine. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"} to hit, reach
                                                
                                            
                                        
                                                     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 dragonâs Sapping Presence for 24 hours.
Radiant Breath
                                                
                                            
                                                
                                                     (Recharge 5â6);{"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
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     Breath (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
                                                
                                            
                                                
                                                    ":"12d10","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     Breath (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Photonic Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Photonic Breath","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.The dragon can take 3 legendary actions
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollDamageType":"necrotic"} necrotic damage.
Desiccating Breath (Recharge 5â6);{"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 5â6);{"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 damage.
Desiccating Breath (Recharge 5â6);{"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
                                                
                                            
                                        
                                                    Suffocating
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Rules
                                                    
                                                    
                                                
                                            
                                                    A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of
                                                
                                            
                                                
                                                     rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it cannot regain hit points or be stabilized until it can breathe again.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     plants of all kinds, and am loath to harm them.
3
A healer nursed me to recovery from a mortal illness.
4
Iâll sing the invitation of MatâSelesnya with my dying breath.
5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for
                                                
                                            
                                                
                                                     a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for
                                                
                                            
                                                
                                                     a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Final Breath A deityâs favored servant lies dying and calls down divine wrath. Pronouncement. The dying creature declares to the killer, âMay your mind grow dim in battle until the sun sets forever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Suffocating (p. 183) The second paragraph now reads, âWhen a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round
                                                
                                            
                                                
                                                    ). At the start of its next turn, it drops to 0 hit points and is dying, and it canât regain hit points or be stabilized until it can breathe again.â
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Curses An ancient warning echoes in a tomb robberâs mind. A lost treasure bears a magical affliction, assuring it remains lost. A dying priestâs last breath carries a portent of doom. Curses come in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     meaningful to an entire culture In cases where the curse arises from a creature, such as a dying villainâs last breath, the pronouncement of the curse is clear. When there is no wronged party present to
                                                
                                            
                                                
                                                    Laying Curses Curses arenât something to throw around lightly. They should be dramatically appropriate responses to meaningful choices characters make. If every goblin or bandit coughs out a dying
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                    
 Languages Draconic
 Challenge 3 (700 XP)
 Hold Breath. The subchief can hold its breath for 15 minutes.
 Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell
                                                
                                            
                                                
                                                     save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
 Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
 1st level (4 slots): command, guiding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     damage.
 Heat Breath (Recharge 6). The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8) fire damage on a
                                                
                                            
                                                
                                                     chapter 3). Sardiorâs champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Wis +5
 Skills Athletics +4, Perception +5, Survival +5
 Senses passive Perception 15
 Languages Draconic
 Challenge 3 (700 XP)
 Hold Breath. The subchief can hold its breath for 15 minutes
                                                
                                            
                                                
                                                     will): light, sacred flame, spare the dying, thaumaturgy
 1st level (4 slots): command, guiding bolt, purify food and drink
 2nd level (3 slots): hold person, lesser restoration, silence
 3rd level (2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     if the characters have come this far without engaging in any combat or sounding any alarm, or if he and Neronvain have retreated to the lair. If Chuth is encountered here, he uses his breath weapon
                                                
                                            
                                                
                                                     of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     if the characters have come this far without engaging in any combat or sounding any alarm, or if he and Neronvain have retreated to the lair. If Chuth is encountered here, he uses his breath weapon
                                                
                                            
                                                
                                                     of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Dark Gifts). Investiture. A dying dragon might willingly pass on power in different ways. The most common process is for the recipient to inhale the dragonâs dying breathâwhich often involves being
                                                
                                            
                                                
                                                     dragonâs body might be swallowed suddenly in mud. 
   2  The dragon uses its breath weapon one last time. 
   3  The dragonâs body transforms into stone, metal, lava, ice, or mist. Or the body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     accusing Isolde of being unfaithful. Enraged, Soth ignored the godsâ direction and returned to Dargaard Keep to murder her. As he did, the gods unleashed the Cataclysm on the world. With Isoldeâs dying
                                                
                                            
                                                
                                                     breath, she cursed Soth to suffer one lifetime for every life lost in the Cataclysm. For his defiance of the gods, Soth became a death knight, while his followers were similarly reanimated as other Undead. Meanwhile, several of Isoldeâs attendants became spirits devoted to ensuring Soth never finds peace.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weaponâa billowing cloud of
                                                
                                            
                                                
                                                     poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat. Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the âMythic Actionsâ section for 1 hour. Award a party an additional 62,000 XP
                                                
                                            
                                                
                                                    .
 Steam Breath (Recharge 5â6). The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage on a failed save
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    , speak with dead 4th aura of life, death ward 5th contagion, legend lore  Among the Dead Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You
                                                
                                            
                                                
                                                     it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    Exploring Curst As the characters approach Curst, read the following text: The odor of rusty metal stings every breath. Ahead lies the gate-town of Curst, a dismal-looking community surrounded by an
                                                
                                            
                                                
                                                     imposing wall. Hulking sentries mind the barrier and oversee an open gate into town. As you near the gate-town, your mimir chimes, and its eye sockets flicker like a dying candle flame.
 Two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the unconscious condition but is stable instead of dying.
 Breath of Tranquility (Recharge 5â6). The
                                                
                                            
                                                
                                                     Vine attacks and can use Breath of Tranquility if available.
 Vine. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage plus 9 (2d8) psychic damage, and if
                                                
                                            
                                        






