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Returning 35 results for 'bark buildings diffusing common replicas'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.
Girallons are most common in temperate or warm forest
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
Monsters
Curse of Strahd
forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Spells
Xanathar's Guide to Everything
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from
from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
. The hounds bark loudly and lunge for the house, and the commander of the search party shouts, “They’re in the buildings!” He smashes the roof of the barn to splinters, prompting the cattle inside to
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
consists mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area is slowly sinking into the sea. As old
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
exterminators rid buildings of cranium rats, curses, and dangerous afflictions. Clandestine agencies offer escape from infernal debt collectors or other looming perils by killing their clients, keeping the
diverse clientele. Taverns and inns are common, their taprooms shaped by the fantastical folk who own them—angels, githzerai, and a host of friendly monsters who scrape by in the City of Doors. No matter where a visitor is from, they can find familiar comforts in Sigil.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Jadurai This city is thousands of years old. Here ancient structures with the architecture of previous dynasties stand alongside modern buildings. Hardly a month passes without locals rediscovering a
forgotten chamber or catacomb. The colorfully canopied Lakshma Market trades in everything from betel leaves to the eggs of wyverns, which are common near the mountain spires known as the Lesser and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
objects (250 gp each)
12–14 1d4 pieces of jewelry (100 gp each)
15 A driftglobe (or another common magic item of your choice)
16–20 A frieze that reveals one piece of Ythryn lore
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Redwood Grove Locations The following locations are keyed to Map: Redwood Grove. R1: Looming Redwood A redwood looms above, its lowest branches impossibly high up and its bark weeping darkened sap
. Sickly grasses and wilting wildflowers surround the wide trunk.
R2: Sickly Redwood The bark of this once-regal redwood is sloughing off in sheets, like a snake’s shed skin. Impossibly tall branches
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
common apes. Although some purebloods are able to reproduce with humans, most are disgusted by the idea and would do so only if seduction is necessary for a pureblood to preserve a role as a confidant or
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that parts to reveal distant cliffs. A port emerges from the mist, nestled among mangroves. Elaborate mud-brick buildings in chalky pastel colors line the shore. A grand mud-brick castle bristling with
. Each is given a private room, and delicious meals are prepared and served in the common room. Anadoua is happy to share details from the “Djaynai and Janya Gazetteer” section or direct the characters toward the market for any mundane items they require.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Languages Common, Druidic, Elvish, Sylvan
CR 9 (XP 5,000; PB +4)
Traits
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two Slam
attacks.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage.
Animate Trees (1/Day
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) Duration: 24 hours You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other
themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
out of buildings and launch those when their ammunition runs low. Ogre Bolt Launcher
Large giant, chaotic evil
Armor Class 13 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
19(+4
)
DEX
12(+1)
CON
16(+3)
INT
5(−3)
WIS
7(−2)
CHA
7(−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Many of the stalls in the town’s paved central market are closed as locals shore up buildings damaged by the recent earthquake or reinforce the town walls.
Enough local shops are still open that the
characters can find any common goods they seek. A local inn called the Jolly Cotinga can also host guests, giving them a place to stay and a delicious meal of rice, fruit, and smoked turkey for 1 gp
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buildings of Good Mead remind folk that many of its original settlers were Chultan. Residents of Ten-Towns tend to remain indoors when they’re not working, since it’s so frightfully cold outside, which
against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, commemorating a tragic incident in our past.
Today, aberrant dragonmarks are rare. But there was a time long ago when they were far more common. An army of aberrant heirs made their home here in the
district came early in the Last War. A team of Aundairian saboteurs brought down one of Sharn’s floating towers, and the falling spire struck Godsgate. Buildings collapsed, and hundreds died. Untended
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflects human ideas about art and beauty. Over time this perspective was skewed toward the concept that the snake is the perfect form, so serpents are a common theme in their aesthetic. The major
buildings in a city usually have four sides and a sloped or staggered pyramid-like exterior. It is customary for stone buildings to have a series of tiles or carvings of snakes encircling the ground level
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Lower City A crescent of steeply sloping neighborhoods plays home to the common folk of Baldur’s Gate. The Lower City is a chaotic tangle of conjoined, slate-roofed buildings, its narrow cobblestone
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
these creatures along the shoals of faraway islands. Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings
face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years. Merfolk Settlements. Merfolk build their settlements
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Lower City A crescent of steeply sloping neighborhoods plays home to the common folk of Baldur’s Gate. The Lower City is a chaotic tangle of conjoined, slate-roofed buildings, its narrow cobblestone
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from thieves, opportunistic merchants, and any local willing to commit a crime of opportunity (which is to say most of them). Bartering is common in the district, and characters will find it difficult
common. The best taverns in the Styes would be considered dives in most cities — and its inns are no better. Visitors are advised to bring their own bedding to avoid bugs, and to move the bed in front
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on a failed save, or half as much damage on a successful one. She has resistance to lightning damage. She speaks Common and Draconic. If the characters mention the figure they saw on the roof of the
comply. Meeting Nim
Nimblewright Detector
Nim understands Common but can’t speak. It has developed a simple sign language that Valetta and other members of the temple staff understand. After the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Pech Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if
Skills Athletics +6, Perception +4, Survival +4
Condition Immunities petrified
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 14
Languages Common, Terran
Challenge 4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Haunting Revenant Haunting revenants possess ruins and forsaken places connected with their deaths—such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight
Common plus two other languages
CR 10 (XP 5,900; PB +4)
Traits
Haunted Zone. Constitution Saving Throw: DC 17, any creature that casts a spell while inside the revenant’s space. Failure: The spell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one of her
+5, Perception +6, Stealth +2
Senses truesight 60 ft., passive Perception 16
Languages Common, Elvish, Infernal, Sylvan
Challenge 8 (3,900 XP) Proficiency Bonus +3
Boon of Immortality
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lichen Lich Lichen liches are the undead remnants of powerful druids. A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines writhing within its chest
Perception 21
Languages Common, Druidic, Sylvan
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D13. Big Barkless Several holes dot the trunk of a gnarled old tree that grows on the shore of the lake. The tree has lost all its bark, and a few withered leaves cling to the ends of its twisted
. (blind beyond this radius), passive Perception 10
Languages understands Common and Druidic but doesn’t speak
Challenge 7 (2,900 XP) Proficiency Bonus +3
False Appearance. If the blight is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs
Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
False Appearance. While the treant remains
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L1. Stele Forest Towering over you is a gate with two carved stone columns and a gabled roof made from bark tiles. Above the gateway hangs a wooden plaque painted with a white lotus on a black circle
, Stealth +7
Damage Resistances poison, psychic
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unarmored Defense. While Steel Crane is wearing no






