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Returning 35 results for 'beast branches diffusing concerned regions'.
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Classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
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
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
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)
elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant
; 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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Beastlands The Beastlands is a plane of nature unbound, of forests ranging from moss-hung mangroves to snow-laden pines, of thick jungles where the branches are woven so tight that no light
Wisdom (Survival) checks while there. Optional Rule: Beast Transformation Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for people to live in harmony with nature
and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory. Druids are often found guarding sacred sites or watching over regions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony
regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
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
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->D&D Beyond Basic Rules
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions 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->Princes of the Apocalypse
the Hart (usually referred to as the Knights of the Hart). This society of human and elf nobles has branches in Furyondy, Veluna, and the Vesve Forest. Though principally concerned with the danger
, the group employs many agents and spies to look after its interests. The Circle of Eight is much less benevolent than the Harpers; its wizards are not particularly concerned about tyranny and are more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Beastlands The Beastlands is a plane of nature unbound, of forests ranging from moss-hung mangroves to snow-laden pines, of thick jungles where the branches are woven so tight that no light
as centaurs). Among the greatest inhabitants of this plane are the primal spirits called animal lords. Whenever a visitor slays a Beast native to the plane, the slayer must succeed on a DC 10
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
displacer beast that looks after stray children until they can be reunited with their parents. The keg fastened to its collar is filled with toffee apple juice and fitted with a spigot for easy
pouring. The juice never fails to console an upset child. When the characters arrive, the displacer beast is minding two boys named Viro and Allowin while their mother fetches food and drink. The displacer
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, three massive trees have grown together, their trunks entwining overhead. A hollow between them forms the interior of a dwelling, with thick branches acting as its roof. Dense patches of mushrooms grow
to target Banrion specifically.) Crowns of the Forest The dryad-hags also lend each character a woven crown of willow branches—an uncommon magic item called a crown of the forest. They insist that the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats
following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast sense (rats only), druidcraft, entangle
1/day each: animal messenger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
Valhalla, Vanaheim, Alfheim, and other regions), Midgard (the Material Plane), and Niflheim (the underworld). The Bifrost, the rainbow bridge, is a unique transitive plane that connects Asgard and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Sovereign Balinor, a fierce beast is brought to the city and released into an isolated section of the Depths. Anyone can participate in the Hunt by making a donation of 5 gp; the hunter (or hunting
party) who brings down the beast wins a purse of 500 gp and the blessing of Balinor. The Hunt can vary; some years multiple beasts are released and the hunter who catches the most of them is marked as
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
please. Abanasinia Several peaceful communities dot the Abanasinia region, including Solace, a village built among the branches of towering Vallenwood trees. In recent years, the theocratic Seekers have
are self-concerned and prone to squabbling. The land’s once-legendary defenders, the Knights of Solamnia, are much diminished in numbers. Nevertheless, the knights still stand as defenders of the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so
them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
comfortably lounge. Threaded through the branches are bones from the dragon’s meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the dragon’s
, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery. Twisted Messengers. The dragon can cause any Tiny Beast within 1 mile of its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: BEHOLD WYLLOW’S WOOD. HARM NOT, LEST YE BE HARM’D. General features of the forest are summarized in the “Forest Features” sidebar. Specific regions are described in the sections that follow. FOREST
marble archways supported by thick white marble columns. Some sections of the walkways have collapsed due to age or seismic activity.
The characters are free to pick berries, gather fallen branches
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
threats they must — to further that goal. In the end, though, a merchant of Waterdeep and one of Baldur’s Gate are concerned mainly for their own purses and the welfare of their home cities, and are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speaker You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them. Level 3: Rage of the Wilds Your Rage taps into the primal power of
Tree MARCELA MEDEIROS Path of the World Tree Subclass Trace the Roots and Branches of the Multiverse Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
treant’s glade in their travels. Up ahead, a small group of children frolics around a leafy oak tree, their gleeful yelps carrying through the forest. Painted swings dangle from the tree’s branches
you?” as it fights to the death. The oni has a pet displacer beast kitten (see the accompanying stat block) named Star, which it abandons if its curse is ended. Characters who aided Dirlagraun in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
, creating one or more of the following effects in and around the gate-town: Awakened Beasts. Beasts in Faunel are more intelligent than their worldly counterparts. At the DM’s discretion, any given Beast
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the
former homes of those they’ve conquered.
The region containing an adult or ancient green dragon’s lair is warped by its presence, creating the following effects:
Beast Spies. Tiny Beasts magically
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
8 Recruit the help of the shrine’s druids to defeat a group of poachers.
9 Acquire a beast companion from the shrine.
10 Defend the shrine from a group of harpies.
Forest Shrine
weapons hang from the tree’s branches alongside a beehive. South of the tree is a firepit with a few boulders surrounding it for seats. Nearby, a dense, flowering bush shaped as an altar stands
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a leisurely pace, though.
Behind you, a horse rounds a bend in the road, galloping at top speed. The beast looks frantic, terrified and frothing with exertion. Upon it sways a figure wearing a gold
, though, the beast’s legs give way. Both mount and rider topple, crashing into the dust with a piercing whinny and a sound like snapping branches.
Give the characters a moment to react, encouraging
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in with the natural landscape. Ancient trees grow into and around the structure, causing branches and ivy to sprout from every level’s open balconies. The first floor houses the main entrance, guard
watchtower, eager to devour the animals within.
6 A druid of Nylea, angered by the construction of a watchtower in the forest, attracts a mythic beast to the area to destroy the structure.
7
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, 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 couldn’t best. Chimeras typically roam the deep wilds of the world, constantly






