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Returning 35 results for 'beasts being diffusing complete rounded'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Backgrounds
Guildmasters’ Guide to Ravnica
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
, devoted to contemplating philosophical principles.
8
My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.
Non-Simic
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the offspring of a giant, blue-carapaced crab and an irate squid. The Simic squad was rounded out by a host of mages clad in scale armor, and improbable hybrid fusions of scaled, finned, and shelled
original mission was to oversee issues of public health, but the Simic came to believe that complete health — of individuals and of society as a whole — depends on the mutual adaptation of nature and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the offspring of a giant, blue-carapaced crab and an irate squid. The Simic squad was rounded out by a host of mages clad in scale armor, and improbable hybrid fusions of scaled, finned, and shelled
original mission was to oversee issues of public health, but the Simic came to believe that complete health — of individuals and of society as a whole — depends on the mutual adaptation of nature and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the offspring of a giant, blue-carapaced crab and an irate squid. The Simic squad was rounded out by a host of mages clad in scale armor, and improbable hybrid fusions of scaled, finned, and shelled
original mission was to oversee issues of public health, but the Simic came to believe that complete health — of individuals and of society as a whole — depends on the mutual adaptation of nature and
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
zombie per player character, and 1 wraith per every two characters (rounded down), excluding sidekicks. The zombies are the only ones attacking the building. The wraiths come out of the darkness after
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
zombie per player character, and 1 wraith per every two characters (rounded down), excluding sidekicks. The zombies are the only ones attacking the building. The wraiths come out of the darkness after
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
zombie per player character, and 1 wraith per every two characters (rounded down), excluding sidekicks. The zombies are the only ones attacking the building. The wraiths come out of the darkness after
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
can even register, spectral figures emerge from the mist, swooping up onto the decks.
One allip per three adventurers (rounded down) and two specters per character, excluding sidekicks, use the cover
should trigger many encounters with undead creatures from the army of Ularan Mortus, random ogre and giant attacks, and confrontations with other hostile beasts, humanoids, and monsters.
The top of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
can even register, spectral figures emerge from the mist, swooping up onto the decks.
One allip per three adventurers (rounded down) and two specters per character, excluding sidekicks, use the cover
should trigger many encounters with undead creatures from the army of Ularan Mortus, random ogre and giant attacks, and confrontations with other hostile beasts, humanoids, and monsters.
The top of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
can even register, spectral figures emerge from the mist, swooping up onto the decks.
One allip per three adventurers (rounded down) and two specters per character, excluding sidekicks, use the cover
should trigger many encounters with undead creatures from the army of Ularan Mortus, random ogre and giant attacks, and confrontations with other hostile beasts, humanoids, and monsters.
The top of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling. Cloakers strike quickly and consume their meals as swiftly as possible
complete, the cloakers separate again. Cloaker
Large aberration, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.
STR
17 (+3)
DEX
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling. Cloakers strike quickly and consume their meals as swiftly as possible
complete, the cloakers separate again. Cloaker
Large aberration, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.
STR
17 (+3)
DEX
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling. Cloakers strike quickly and consume their meals as swiftly as possible
complete, the cloakers separate again. Cloaker
Large aberration, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.
STR
17 (+3)
DEX
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, they are under no obligation to complete it. However, completing quests helps the characters become more powerful (see “Leveling Up”). Most of the notices on the job board are written by members of
across the planes.Gallio has called for your help taming these beasts to defend the town against invasion.” If the characters undertake this quest, see “Thalivar’s Beacon.” Leilon Besieged Quest There is
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, they are under no obligation to complete it. However, completing quests helps the characters become more powerful (see “Leveling Up”). Most of the notices on the job board are written by members of
across the planes.Gallio has called for your help taming these beasts to defend the town against invasion.” If the characters undertake this quest, see “Thalivar’s Beacon.” Leilon Besieged Quest There is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a
8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a
1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a
8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a
1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a
1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a
8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, they are under no obligation to complete it. However, completing quests helps the characters become more powerful (see “Leveling Up”). Most of the notices on the job board are written by members of
across the planes.Gallio has called for your help taming these beasts to defend the town against invasion.” If the characters undertake this quest, see “Thalivar’s Beacon.” Leilon Besieged Quest There is
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
area as cult fanatics (one for every two characters rounded down, excluding sidekicks) walk back and forth between the common area and the courtyard, making sure the ritual is progressing according to
minutes to complete after the characters arrive on the scene. If they do nothing but watch, describe how the chanting from inside gets louder, how the weather gets darker and even more dangerous, and how
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
area as cult fanatics (one for every two characters rounded down, excluding sidekicks) walk back and forth between the common area and the courtyard, making sure the ritual is progressing according to
minutes to complete after the characters arrive on the scene. If they do nothing but watch, describe how the chanting from inside gets louder, how the weather gets darker and even more dangerous, and how
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
area as cult fanatics (one for every two characters rounded down, excluding sidekicks) walk back and forth between the common area and the courtyard, making sure the ritual is progressing according to
minutes to complete after the characters arrive on the scene. If they do nothing but watch, describe how the chanting from inside gets louder, how the weather gets darker and even more dangerous, and how
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing toward the left. The door is locked from the outside unless the light of the gnomon or a moonbeam spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing toward the left. The door is locked from the outside unless the light of the gnomon or a moonbeam spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once broken, the mirror’s magic is gone forever. E8. First Tomb of the Half-Moon The stone door to this tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing
tomb is engraved with a white semicircle (the symbol of a half-moon), with its rounded edge facing toward the left. The door is locked from the outside unless the light of the gnomon or a moonbeam spell
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
in complete control.
Upon one of the Dakra Isles, trespassers learn the truth behind the storied Curse of the Swine
(JAMES RYMAN) Island Inhabitants Any sort of people, from isolated societies
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
in complete control.
Upon one of the Dakra Isles, trespassers learn the truth behind the storied Curse of the Swine
(JAMES RYMAN) Island Inhabitants Any sort of people, from isolated societies
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
in complete control.
Upon one of the Dakra Isles, trespassers learn the truth behind the storied Curse of the Swine
(JAMES RYMAN) Island Inhabitants Any sort of people, from isolated societies
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
complete set of thieves’ tools, a cracked spyglass (250 gp), and a spell scroll of knock. Q5. Frostmaiden’s Fire Hundreds of icicles cling to the twelve-foot-high ceiling of this frost-rimed chamber, which
pounds of fresh meat are stored here. The meat, which comes from various beasts such as polar bears and elk, is safe to cook and eat. The characters can sell the meat in Ten-Towns for 5 sp per pound. Q8
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
complete set of thieves’ tools, a cracked spyglass (250 gp), and a spell scroll of knock. Q5. Frostmaiden’s Fire Hundreds of icicles cling to the twelve-foot-high ceiling of this frost-rimed chamber, which
pounds of fresh meat are stored here. The meat, which comes from various beasts such as polar bears and elk, is safe to cook and eat. The characters can sell the meat in Ten-Towns for 5 sp per pound. Q8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Long Rests while within 300 feet of you. 89–92 While attuned to the Artifact, you kill any nonmagical vegetation you touch that isn’t a creature. 93–00 While you’re attuned to the Artifact, Beasts within
the Artifact, it gives you a quest determined by the DM. You can’t use any of the Artifact’s properties until you complete the quest. 37–45 Each time you become attuned to the Artifact, there is a 10






