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Returning 35 results for 'banners bear driven construct receiver'.
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Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Species
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
Monsters
Spelljammer: Adventures in Space
duplicate that looks just like the reigar. The duplicate obeys the reigar’s commands and uses the reigar’s statistics, except it is an unaligned Construct that doesn’t have a talarith of its
land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
Species
Mordenkainen Presents: Monsters of the Multiverse
and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
magic-items
Forgotten Realms: Adventures in Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
. The flying wonderis destroyed if it drops to 0 Hit Points.
Flying Wonder
Tiny Construct, Unaligned
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 5 ft., Fly 30 ft.
Mod
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
bear banners featuring a spider with a woman’s head. The forces surging from the redoubt are enormous spiders with the heads of wolves. The spider-wolves carry banners with snarling wolf heads.
Four
skitter around its corpse to attack. The spyder-fiends retreat to the carapace if they start to lose the fight. Both sides of the battle use banners to identify units and send messages. The forces of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
bear banners featuring a spider with a woman’s head. The forces surging from the redoubt are enormous spiders with the heads of wolves. The spider-wolves carry banners with snarling wolf heads.
Four
skitter around its corpse to attack. The spyder-fiends retreat to the carapace if they start to lose the fight. Both sides of the battle use banners to identify units and send messages. The forces of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
bear banners featuring a spider with a woman’s head. The forces surging from the redoubt are enormous spiders with the heads of wolves. The spider-wolves carry banners with snarling wolf heads.
Four
skitter around its corpse to attack. The spyder-fiends retreat to the carapace if they start to lose the fight. Both sides of the battle use banners to identify units and send messages. The forces of
Monsters
Quests from the Infinite Staircase
Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon’s horn from the Nine
Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below.
Eventually a civilization arose above Zargon’s
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Harmed by Running Water. Keresta takes 20 acid damage if she ends her turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Keresta's heart while Keresta is
. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.
Rats and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor.
This is very much a hunter’s bragging room
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor.
This is very much a hunter’s bragging room
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor. This is very much a hunter’s bragging room
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor.
This is very much a hunter’s bragging room
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor. This is very much a hunter’s bragging room
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
can only be an ankheg’s head. Two tattered banners hang from the ceiling, and two leather chairs and a handful of braziers complete the comfortable parlor. This is very much a hunter’s bragging room
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to
bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to
bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to
bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Monsters
Fizban's Treasury of Dragons
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and docks bear carvings of dragons, lions, and goats that pay deference to the family’s crest, which featured a chimera. Roughly half of Lonelywood’s able-bodied residents trawl the lake for
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and docks bear carvings of dragons, lions, and goats that pay deference to the family’s crest, which featured a chimera. Roughly half of Lonelywood’s able-bodied residents trawl the lake for
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other






