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Returning 35 results for 'bears before dark construct rearing'.
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Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
saving throw at the end of each of its turns, ending the effect on itself on a success.Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs.
A
the beast’s mouth, and its large red eyes glow in the dark. The creature smashes through structures and fortifications with ease, and it doesn’t hesitate to rend foes with its claws and
Equipment
This long metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. If you score a Critical Hit against a creature that isn’t a Construct or Undead while using this
Monsters
Ghosts of Saltmarsh
the kraken’s next turn.Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it
dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus
races
travelling, observing and creating maps that guide others along safe paths.
All tarandus possess antlers that rise roughly a foot above their heads. Their dark-red noses can emit a gentle glow
couriers, ensuring that their knowledge of routes and geography remains current.
Tarandus herds are large and communal, sharing duties such as child-rearing and foraging. They maintain strong ties between
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
races
often initiated by the shadow fey, though not always, for there are many dark powers in the shadows. It could be an unwilling change, forced upon an unfortunate soul, or it could be in payment for some
unknown—not to mention the mental and emotional alterations that can accompany them. No matter how small the physical change though, a gifted always bears some sign visible to at least
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in a dark era
mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.
Curse
The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the
races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
.
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
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
dark eyes
3
Starkly colored hair
4
An unusual hue tinting your shadow
5
A ghostly halo crowning your head
6
Rainbows gleaming on your skin
Creating Your Character
At
character’s 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
races
changed you and forced you from your home.
6
A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.
Hexbloods in the Domains of Dread
When
option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct
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
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
races
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
races
Spelljammer: Adventures in Space
autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one
, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of
Elf
Legacy
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races
Basic Rules (2014)
between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among
(Moonbrook), Xiloscient (Goldpetal)
Subrace
Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
trees are everywhere. In one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing horse is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
construct made of dark wood and riveted iron. Its helmed head stares blindly in your direction. Cobwebs stretch from this terrible artifice to the wrecked furniture that surrounds it. This room was
once a wizard’s bedchamber. The construct is an incapacitated shield guardian. Its control amulet can be found in area X9.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
construct made of dark wood and riveted iron. Its helmed head stares blindly in your direction. Cobwebs stretch from this terrible artifice to the wrecked furniture that surrounds it. This room was
once a wizard’s bedchamber. The construct is an incapacitated shield guardian. Its control amulet can be found in area X9.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
trees are everywhere. In one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing horse is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
trees are everywhere. In one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing horse is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
construct made of dark wood and riveted iron. Its helmed head stares blindly in your direction. Cobwebs stretch from this terrible artifice to the wrecked furniture that surrounds it. This room was
once a wizard’s bedchamber. The construct is an incapacitated shield guardian. Its control amulet can be found in area X9.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the sconces illuminate the hall.
Giant Construct. In the middle of the room, lying on its back on the stone-tiled floor, is a 100-foot-tall figure made of molded iron, its feet pointing toward the
double door to the south. The construct is missing its head, and there are gaps in its outer shell through which the construct’s inner supports and mechanisms can be glimpsed.
Emberosa. This female
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the sconces illuminate the hall.
Giant Construct. In the middle of the room, lying on its back on the stone-tiled floor, is a 100-foot-tall figure made of molded iron, its feet pointing toward the
double door to the south. The construct is missing its head, and there are gaps in its outer shell through which the construct’s inner supports and mechanisms can be glimpsed.
Emberosa. This female
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the sconces illuminate the hall.
Giant Construct. In the middle of the room, lying on its back on the stone-tiled floor, is a 100-foot-tall figure made of molded iron, its feet pointing toward the
double door to the south. The construct is missing its head, and there are gaps in its outer shell through which the construct’s inner supports and mechanisms can be glimpsed.
Emberosa. This female
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Fantasy Adventure Sites Evil is entrenched and effective in dark fantasy domains, truths reflected by grandiose adventure locations. Their size and grandeur seem out of proportion with the
common structures of the domain and the magic that helped create them is clearly beyond the reach of mere mortals to create or destroy. Dark Fantasy Adventure Sites d8 Adventure Site
1 An
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Fantasy Adventure Sites Evil is entrenched and effective in dark fantasy domains, truths reflected by grandiose adventure locations. Their size and grandeur seem out of proportion with the
common structures of the domain and the magic that helped create them is clearly beyond the reach of mere mortals to create or destroy. Dark Fantasy Adventure Sites d8 Adventure Site
1 An
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, feeding on subterranean lichen and blind fish. Known as cave bears, these ill-tempered behemoths have coarse, dark hair and darkvision out to a range of 60 feet. Otherwise, they have the same statistics as a polar bear.
. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
VARIANT: CAVE BEAR
Some bears have adapted to life underground
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, feeding on subterranean lichen and blind fish. Known as cave bears, these ill-tempered behemoths have coarse, dark hair and darkvision out to a range of 60 feet. Otherwise, they have the same statistics as a polar bear.
. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
VARIANT: CAVE BEAR
Some bears have adapted to life underground
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, feeding on subterranean lichen and blind fish. Known as cave bears, these ill-tempered behemoths have coarse, dark hair and darkvision out to a range of 60 feet. Otherwise, they have the same statistics as a polar bear.
. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
VARIANT: CAVE BEAR
Some bears have adapted to life underground
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Fantasy Adventure Sites Evil is entrenched and effective in dark fantasy domains, truths reflected by grandiose adventure locations. Their size and grandeur seem out of proportion with the
common structures of the domain and the magic that helped create them is clearly beyond the reach of mere mortals to create or destroy. Dark Fantasy Adventure Sites d8 Adventure Site
1 An
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
golem fueled by radiant energy and other creatures from the Giant Construct Encounters table in chapter 3. Guiding Whispers A voice whispers into a character’s dreams, leading the character toward the
destroy the sand’s guardians from the Giant Construct Encounters table (see chapter 3), and fill a vial with the magical sand, the giant helps them create a sentient magic item. Ravenous Star An azer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each