Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beast bad diffusing close regions'.
Other Suggestions:
beast bad diffusing choose reasons
beast bad diffusing choose region
beast bad diffusing class regions
beast bad diffusing choose regains
beast bad diffusing choose regions
Classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
—
4
4
19
4
3
3
3
2
1
1
1
1
18
+6
Beast Spells
4
4
20
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
4
4
21
4
3
3
3
3
2
1
1
1
20
+6
Archdruid
4
4
22
4
Monsters
Tomb of Annihilation
mantrap detects any creatures nearby, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement
on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
pulled 5 feet toward the ogre.
Spellcasting. The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast
havoc in the wilds and beyond.
An ogre chitterlord exercises control over the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Monsters
Mordenkainen's Fiendish Folio Volume 1
claim the metal.
Brutal Raiders. Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing
bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.
— Margaret Weis and Tracy Hickman
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
Monsters
Mythic Odysseys of Theros
the god Keranos sought to test Nylea’s favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon
creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
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
Backgrounds
Guildmasters’ Guide to Ravnica
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Monsters
Eberron: Rising from the Last War
Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
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
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Backgrounds
Guildmasters’ Guide to Ravnica
, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
; 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
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
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
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild. If either of them ever finds out, your life as you know it will be over.
6
A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
decades as other creatures crowd too close to the giant’s dwelling. 3 Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast’s owner is a giant who
was forced to move recently, and the beast got lost trying to find its new home. 4 A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
decades as other creatures crowd too close to the giant’s dwelling. 3 Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast’s owner is a giant who
was forced to move recently, and the beast got lost trying to find its new home. 4 A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
decades as other creatures crowd too close to the giant’s dwelling. 3 Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast’s owner is a giant who
was forced to move recently, and the beast got lost trying to find its new home. 4 A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Nightwood is a massive forest with a close tie to the Plane of Mabar. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. The laws of Karrnath are harsher than those
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Nightwood is a massive forest with a close tie to the Plane of Mabar. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. The laws of Karrnath are harsher than those
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Nightwood is a massive forest with a close tie to the Plane of Mabar. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. The laws of Karrnath are harsher than those
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers
with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers
with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers
with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and
Monsters
Fizban's Treasury of Dragons
close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
Monsters
Fizban's Treasury of Dragons
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Axe Beak An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (−4)
WIS
10 (+0)
CHA
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Axe Beak An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (−4)
WIS
10 (+0)
CHA
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Axe Beak An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (−4)
WIS
10 (+0)
CHA






