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Returning 35 results for 'based beings defusing concept regions'.
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Monsters
Mythic Odysseys of Theros
), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless
approximately 100 gp, based on its composition and craftsmanship. However, selling a Returned mask isn’t a simple matter of cashing it in for coin. Most people on Theros know the tales of the
Monsters
Mythic Odysseys of Theros
, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Monsters
Mythic Odysseys of Theros
, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Monsters
Mythic Odysseys of Theros
expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings
who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Magic Items
Vecna: Eve of Ruin
annihilation.
Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
; Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
deeper meaning.
The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.
The more a warforged develops its
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and
Monsters
Fizban's Treasury of Dragons
":"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
the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Monsters
Fizban's Treasury of Dragons
strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most
dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon’s lair and
Monsters
Fizban's Treasury of Dragons
flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately
the traps to the test.
Connected Creatures
Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
unique beings, of which the terrifying Tromokratis (described in the “Mythic Monsters” section of this chapter) numbers among the most feared. When a nadir kraken breaks free of its sea lock and rises to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Divine Rank The divine beings of the multiverse are often categorized according to their relative cosmic power. Some gods who are worshiped on multiple worlds have a different rank on each world
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Weston, Campbell White, Richard Whitters, Daneen Wilkerson, Zuzanna Wuzyk, Lixin Yin
Concept Art Director: Josh Herman
Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard, John Grello
Everything (2017) and Tasha’s Cauldron of Everything (2020)
Based on the Player’s Handbook (2014) designed by Jeremy Crawford (lead), Bruce R. Cordell, Tom LaPille, Peter Lee, Mike Mearls, Robert J
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their
. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Diabolical Cults Cults dedicated to infernal beings are the foes of adventurers throughout the D&D multiverse. This section gives the DM ways to customize the members of cults dedicated to the powers
of the Nine Hells. Every archdevil attracts a certain type of person based on the gifts the devil offers. In the following cult descriptions, stat blocks from the Monster Manual are suggested in a
Monsters
Fizban's Treasury of Dragons
", "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 saving throws, and the
beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz
Monsters
Fizban's Treasury of Dragons
horns and spines shift slightly with the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their
creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon’s lair and hoard.
Ancient Sapphire Dragon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whitters, Kieran Yanner, Zuzanna Wuzyk
Cartographers: Francesca Baerald, Dyson Logos, Mike Schley
Concept Art Director: Josh Herman
Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard
Engineers: Basil Hale, Scott West
Imaging Technicians: Daniel Corona, Meagan Kenreck, Kevin Yee
Prepress Specialist: Jefferson Dunlap
Based on the Dungeon Master’s Guide (2014) by Jeremy
Monsters
Fizban's Treasury of Dragons
", "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 saving throws, and the creature
the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificer named Aaren d’Cannith, who became furious when the house used his invention to create weapons of war. Based on that knowledge, some believe Aaren transferred his consciousness into a warforged
beings able to thrive in the desolation of the Mournland, so the followers of the Lord of Blades are building a nation of their own amid the devastation. They search out and scour sites that were
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
taking part in a play session. A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure’s projected playing time, rather than the
designed to take 2 hours, the character reaches 3 checkpoints. Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
History of Eberron Every child knows the story of the Progenitor Dragons: Siberys, Eberron, and Khyber. In the dawn of time, these three cosmic beings created thirteen planes of existence, each
embodying a concept. Their final work was the Material Plane, where all ideas would become manifest: a realm that could know war and peace, life and death, order and chaos. But cruel Khyber sought ultimate
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rocks and minerals to form earth elementals. These beings possess powerful limbs and coarse features, sometimes studded with ore, gems, crystals, colorful striations, or living plants. On the
Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth






