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Returning 35 results for 'backs before drow current read'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.
Most tortles like to see how other folk live. A tortle can spend decades away
from their native land without feeling homesick, often viewing their current companions as their family.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around them.
Tortles
Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for
long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
Balhannoth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a
drow enclave.
Lair Actions
When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of
Species
Mordenkainen Presents: Monsters of the Multiverse
Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
Monsters
Fizban's Treasury of Dragons
their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling
. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons’ connection to
Magic Items
Waterdeep: Dragon Heist
Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the
feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
Species
Mordenkainen Presents: Monsters of the Multiverse
powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.
Creating Your Character
At 1st level, you
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Human
Legacy
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
Magic Items
Baldur’s Gate: Descent into Avernus
Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
The shield can speak, read, and understand Common and Infernal, and it can communicate
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
Monsters
Fizban's Treasury of Dragons
starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or
in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons&rsquo
Species
Mordenkainen Presents: Monsters of the Multiverse
scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.
In order to further its master’s goals, the wand feigns devotion to its current
Backgrounds
Sword Coast Adventurer's Guide
your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
FEATURE
Personality Trait
1
I use polysyllabic words that convey the impression of great erudition.
2
I’ve read every book in the world’s greatest libraries—or I like to boast that I
Species
Acquisitions Incorporated
, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Created by Chaos
When the power of That-Which-Endures mutated the verdan, their skin was
easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.
Even when they are happily
Species
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. First Blood If the characters have forged an alliance with Xarann A’Daragon (see area 17d), he goes on ahead of them and distracts the drow in area 18b, allowing the characters to gain surprise
way down this hallway for the first time (see “Vlonwelv’s Pulpit”). Alcoves along the north wall have secret doors set into the backs of them. These doors pull open easily from this side, revealing
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
turn, and after you use the bonus action, your speed is 0 until the end of the current turn. A Drow Rogue takes aim.
Steady Aim 3rd-level rogue feature As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this
Monsters
Fizban's Treasury of Dragons
; scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back
the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace
Monsters
Fizban's Treasury of Dragons
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Ballroom Pillars and Ceiling. Ten pillars carved with friezes of drow warriors support the 50-foot-high arched ceiling, which is engraved with web-like patterns. Two pillars have toppled at the
and broken.
Muiral injected two drow prisoners with magic elixirs that forever transformed them into hideously deformed giants with bulging muscles, charcoal-black skin, and long, dirty-white hair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Hungry Gnome Corpses. Eight drow corpses are splayed like rag dolls across the floor of this 10-foot-high cavern.
Troll in Gnome Form. A naked, hairless, gray-skinned deep gnome is gnawing on
one of the corpses. (The gnome is really a troll named Xlorp, transformed by the runes in area 11b.)
In its current form, the troll has the statistics of an unarmored (AC 12), chaotic evil deep gnome
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
challenge to escape into the Underdark with little more than the clothes on their backs. For others (including spellcasters who need spellbooks or components), consider placing the party’s captured
equipment (normally in Ilvara’s quarters) in an alternate location if the characters are intent on escaping without exploring all of the outpost, such as the elite drow barracks (area 4) or the armory (area 10).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Wailing Tunnels Drow who fail the Test of Lolth (see area 7c) and transform into driders are banished to these tunnels. Foul magic of the demon goddess Lolth creates howling winds in these
passages that mimic the anguished wails of drow who failed her divine test. 8a. Webs in the Wind The winds are loudest here, stirring the thick webs that fill this cave and evoking ghostly shapes. 8b. Mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
alchemist (see chapter 6). The deep gnomes also recognize that Werz’s gems resemble empty spell gems, similar to those used in the defense of Blingdenstone. The gems, mundane in their current form, are
actually raw stones used in the crafting of spell gems. Werz met Kazook in Mantol-Derith (see chapter 9), and the two have been trading recently behind their superiors’ backs. He declines to mention this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Marked for Death Agents of the Queen of Air and Darkness dispatch four fomorians to intercept the party. Riding in howdahs strapped to the fomorians’ backs are four wood elf wizards (use the drow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is the current drow representative. A sophisticated merchant, she deals in luxury items from drow artisans: gems of high value, incense, art objects, various magical treasures, and exotic spices and
4. Drow Enclave The drow use Mantol-Derith to trade exquisite and exotic goods according to their rarefied tastes. Rare perfumes, potions, distilled beverages, and other alchemical products are some
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
favorites from past editions of the game as well as monsters created for the current edition. The creatures in this bestiary are organized alphabetically. If you are unfamiliar with the monster stat
block format, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the island from where the wizard Nass Lantomir met her doom. Read or paraphrase the following boxed text to the players, whether the characters approach the island by sea or air: The fog through
vicinity are the only features of the island immediately visible. Fog prevents the characters from seeing the island’s other features at a distance. Characters flying on the backs of griffons can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Auvryndar Hall This hall was once a market where the drow kept and sold slaves. It now serves as House Auvryndar’s main military stronghold in Undermountain. If Vlonwelv Auvryndar is here, the
drow priestess is seated on the throne in the southern alcove (area 25b), listening to tedious reports of the battles waging against House Freth. 25a. Hall of the Dark Seldarine Any character who tries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner of the cave swivels on a central axis. The secret door can be seen automatically from inside the tunnel.
The troglodytes are bracing for another drow attack from the north. The clan’s current
7. Troglodyte Lair The last free clan of troglodytes inhabits these caves. Its members live in equal fear of the behir, the trolls, and the drow. Adventurers are perceived as just another threat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure Background The threat of Elemental Evil surfaces in different worlds of the multiverse whenever the force known as the Elder Elemental Eye tests its strength. In its current incarnation
, madness and destruction could spread unchecked through the North. The presence of Elemental Evil in the Sumber Hills goes back thousands of years, when a sect of renegade drow discovered the extensive
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The characters might also have aid from allies, the newly freed myconids, and Araumycos in overcoming the demon lord. Apply the following penalties to Juiblex: Its current hit points are 200. It has
-two drow spore servants (see appendix C) to fight alongside the characters. Their attacks are incapable of harming Juiblex. However, as they swarm around the demon lord, one time per round (as agreed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mind Flayers? When the characters are hours away from arriving at the Rock of Bral, read: The ship slows unexpectedly. Around you, on all sides, colossal chunks of rock float in the void. Some of
in an invisible current.
Sartell sucks her breath in through her teeth and whispers her next words: “Mind flayers.”
Here ends chapter 2.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
The Enemy of Our Enemy As the characters explore the library, ideally after encountering an echo or two, they meet the venerable drow archmage Vizeran DeVir, accompanied by Kleve, a death slaad






