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Returning 35 results for 'beast beating diffusing clear release'.
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Monsters
The Book of Many Things
clear which came first. The card—which destroys all magic items possessed by anyone who draws it—might have been named after the beast, or vice versa.
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon beast can detect and pinpoint the location of magic within 120 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with
use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of
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
Backgrounds
Ghosts of Saltmarsh
nature.
2
My friends are my crew; we sink or float together.
3
I need long stretches of quiet to clear my head.
4
Rich folk don’t know the satisfaction of hard work.
5
I
at inopportune times.
5
I work hard, but I play harder.
6
I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.
Saltmarsh Ties
Eda
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
your 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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
borders. Only Chakuna, the displacer beast Yana, and von Kharkov’s remains know the location of Chakuna’s heart and how to claim her power.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed. Conceptopolis Tome of Understanding, Tome of Leadership and Influence, Tome of Clear Thought
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed. Conceptopolis Tome of Understanding, Tome of Leadership and Influence, Tome of Clear Thought
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed. Conceptopolis Tome of Understanding, Tome of Leadership and Influence, Tome of Clear Thought
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
borders. Only Chakuna, the displacer beast Yana, and von Kharkov’s remains know the location of Chakuna’s heart and how to claim her power.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
borders. Only Chakuna, the displacer beast Yana, and von Kharkov’s remains know the location of Chakuna’s heart and how to claim her power.
Species
Spelljammer: Adventures in Space
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
Humanoid type. A race 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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
release an overlord, but they help to sustain it. To release an overlord, the Lords of Dust must ensure that the Prophecy unfolds along a specific path. Often, following this path requires specific
devious that it is often impossible to discern a pattern to their actions until their plans have come to fruition and the connections have finally been made clear. (You could retroactively decide that what you intended as unconnected encounters were all part of the plan from the beginning!)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
release an overlord, but they help to sustain it. To release an overlord, the Lords of Dust must ensure that the Prophecy unfolds along a specific path. Often, following this path requires specific
devious that it is often impossible to discern a pattern to their actions until their plans have come to fruition and the connections have finally been made clear. (You could retroactively decide that what you intended as unconnected encounters were all part of the plan from the beginning!)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
release an overlord, but they help to sustain it. To release an overlord, the Lords of Dust must ensure that the Prophecy unfolds along a specific path. Often, following this path requires specific
devious that it is often impossible to discern a pattern to their actions until their plans have come to fruition and the connections have finally been made clear. (You could retroactively decide that what you intended as unconnected encounters were all part of the plan from the beginning!)
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Talon Beast Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But magic
isn’t enough to sustain them, so they also hunt other living things. A talon beast thrives in the wilderness, but in its search for magic, it often prowls settlements, ruins, catacombs, or the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Talon Beast Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But magic
isn’t enough to sustain them, so they also hunt other living things. A talon beast thrives in the wilderness, but in its search for magic, it often prowls settlements, ruins, catacombs, or the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Talon Beast Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But magic
isn’t enough to sustain them, so they also hunt other living things. A talon beast thrives in the wilderness, but in its search for magic, it often prowls settlements, ruins, catacombs, or the
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
could wind up pinned or crushed if the giant rolls over suddenly. Giants Are Loud. The footsteps of giants in the distance are often initially mistaken for thunder, even on a clear day. The sounds of
a giant beating a weapon against its shield and bellowing a challenge to foes are strident enough to knock dishes from shelves and rattle doors in their frames. Giants Are Strong. A charging warhorse
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
could wind up pinned or crushed if the giant rolls over suddenly. Giants Are Loud. The footsteps of giants in the distance are often initially mistaken for thunder, even on a clear day. The sounds of
a giant beating a weapon against its shield and bellowing a challenge to foes are strident enough to knock dishes from shelves and rattle doors in their frames. Giants Are Strong. A charging warhorse
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Displacer Beast This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek
great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
could wind up pinned or crushed if the giant rolls over suddenly. Giants Are Loud. The footsteps of giants in the distance are often initially mistaken for thunder, even on a clear day. The sounds of
a giant beating a weapon against its shield and bellowing a challenge to foes are strident enough to knock dishes from shelves and rattle doors in their frames. Giants Are Strong. A charging warhorse
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Displacer Beast This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek
great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Displacer Beast This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek
great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
darkness where the morning light once shone—a sacred place.
Strahd faces the characters in the chapel (area K15). Beast (Jack of Diamonds) The beast sits on his dark throne.
Strahd faces the characters
snuffed out too soon.
Strahd faces the characters in Sergei’s tomb (area K85). Marionette (Jack of Hearts) Look to great heights. Find the beating heart of the castle. He waits nearby.
Strahd faces the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
negotiate for his release if the characters capture him. He suggests that it would be most unwise to oppose a duke of Baldur’s Gate without leverage. If the characters decide to attack Vanthampur Villa
. MORE DEAD THREE ENCOUNTERS
Characters who clear out the Dungeon of the Dead Three might encounter more servants of Bane, Bhaal, or Myrkul in other parts of Baldur’s Gate. These villains (see appendix
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
negotiate for his release if the characters capture him. He suggests that it would be most unwise to oppose a duke of Baldur’s Gate without leverage. If the characters decide to attack Vanthampur Villa
. MORE DEAD THREE ENCOUNTERS
Characters who clear out the Dungeon of the Dead Three might encounter more servants of Bane, Bhaal, or Myrkul in other parts of Baldur’s Gate. These villains (see appendix
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
negotiate for his release if the characters capture him. He suggests that it would be most unwise to oppose a duke of Baldur’s Gate without leverage. If the characters decide to attack Vanthampur Villa
. MORE DEAD THREE ENCOUNTERS
Characters who clear out the Dungeon of the Dead Three might encounter more servants of Bane, Bhaal, or Myrkul in other parts of Baldur’s Gate. These villains (see appendix
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
darkness where the morning light once shone—a sacred place.
Strahd faces the characters in the chapel (area K15). Beast (Jack of Diamonds) The beast sits on his dark throne.
Strahd faces the characters
snuffed out too soon.
Strahd faces the characters in Sergei’s tomb (area K85). Marionette (Jack of Hearts) Look to great heights. Find the beating heart of the castle. He waits nearby.
Strahd faces the






