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Returning 35 results for 'space of issue breath'.
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Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Monsters
Monster Manual
ends.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot- wide Line
. Failure: 66 (12d10);{"diceNotation":"12d10", "rollType":"damage", "rollAction":"Lightning Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.LightningSwallow. Dexterity
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17
(2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire
Magic Items
Dungeon Master’s Guide
. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Magic Items
Dungeon Master’s Guide
the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Magic Items
Dungeon Master’s Guide
a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
Magic Items
Stranger Things: Welcome to the Hellfire Club
If you play these pipes as a Magic action, you summon one Swarm of Corrupted Rats in an unoccupied space within 60 feet of yourself. The swarm is Friendly to you and your allies for as long as you
continue to play the pipes each round as a Magic action. While Friendly, the swarm is under your control, obeys your commands, and takes no action other than to defend itself if you issue it no commands
Monsters
Forgotten Realms: Adventures in Faerûn
, he appears in an unoccupied space within 5 feet of his soul gem (so long as the gem still exists), using the Sammaster (Lich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Corroding Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corroding Breath
Spells
Eberron: Forge of the Artificer
You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced
allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge
Monsters
Spelljammer: Adventures in Space
Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
.
Forced Teleport. The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 22 (4d10
Spells
Fizban's Treasury of Dragons
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th
Monsters
Fizban's Treasury of Dragons
Burst (Lightning Form Only). The animated breath magically teleports to an unoccupied space it can see within 30 feet of it. Each creature with 5 feet of the animated breath after it teleports takes 3
Multiattack. The animated breath makes two Slam attacks.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 13 (2d8
Monsters
Strixhaven: A Curriculum of Chaos
. If the target is a creature, it is addled by recursive thoughts, reducing its speed to 0 until the start of Tanazir’s next turn.
Diminution Breath (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Diminution Breath"}. Tanazir exhales a weakening equation in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a
Staff of the Python
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the
snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to
Smoke Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise
","rollDamageType":"slashing"} slashing damage.
Cinder Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cinder Breath"}. The mephit exhales a 15-foot cone of smoldering ash. Each
Monsters
Fizban's Treasury of Dragons
, fire, lightning, or poison)Lightning Burst (Lightning Form Only). The animated breath magically teleports to an unoccupied space it can see within 30 feet of it. Each creature with 5 feet of the
Chromatic Form. When created, the animated breath takes one of five forms, matching its creator’s breath weapon: Animated Breath (Acid Form);Acid, Animated Breath (Cold Form);Cold, Animated
Monsters
Candlekeep Mysteries
Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
her form and all her hit points after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Reform"} days, reappearing in the location where she died or in the nearest unoccupied space
Conjure Celestial
Legacy
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Spells
Basic Rules (2014)
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell
ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action
Monsters
Spelljammer: Adventures in Space
Flyby. The mollymawk doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Hold Breath. The mollymawk can hold its breath for 15 minutes.Bite
lingers in the area (usually around a ship) until the food becomes scarce. Superstitious Wildspace voyagers consider it bad luck to kill a space mollymawk.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hold Breath. The dolphin can hold its breath for 20 minutes.Multiattack. The dolphin makes two Dazzling Slam attacks.
Dazzling Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to
feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin’s destination space.
Magic Items
The Book of Many Things
form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first
by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
Smoke Mephit
Legacy
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Monsters
Monster Manual (2014)
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise
","rollDamageType":"slashing"} slashing damage.
Cinder Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cinder Breath"}. The mephit exhales a 15-foot cone of smoldering ash. Each
Steam Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10
Dexterity saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Steam Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful
Monsters
Fizban's Treasury of Dragons
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to
make an ability check.Multiattack. The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available.
Pseudopod. Melee Weapon Attack: +7;{"diceNotation