Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beasts binder diffusing canine rules'.
Other Suggestions:
beast banner defusing canine rules
beasts banner diffusing cania rules
beasts bonded diffusing canine rules
beasts builder diffusing canine rules
beast bitter diffusing candle rules
Monsters
Lorwyn: First Light
/DeafnessThe incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and horns like the branches of a blossoming cherry tree. When vibrance incarnations are in Lorwyn
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
magical effects.
Master of Beasts. The Forest Master can comprehend and communicate with any Beast, even if the Beast knows no languages.Multiattack. The Forest Master makes either two Hooves
carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
Thriving Wildlife. Beasts reproduce
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
of the following effects:
Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. Dead Beasts periodically animate as
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
attack and damage rolls.
Thriving Wildlife. Beasts reproduce rapidly and thrive within 6 miles of the scion.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
effects:
Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
The air becomes filled with the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
The Beastlands Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth. Beasts influenced by the Beastlands
are often affected per the awaken spell—though normal Beasts also typically range through these areas in large numbers. A creature influenced by the Beastlands also gains one or more of following
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
The Beastlands Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth. Beasts influenced by the Beastlands
are often affected per the awaken spell—though normal Beasts also typically range through these areas in large numbers. A creature influenced by the Beastlands also gains one or more of following
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
The Beastlands Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth. Beasts influenced by the Beastlands
are often affected per the awaken spell—though normal Beasts also typically range through these areas in large numbers. A creature influenced by the Beastlands also gains one or more of following
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rules of the Trial On the night of certain full moons, Chakuna selects fifteen souls within her domain who she considers worthy prey. She leads the participants to Pantara Lodge, shows them every
courtesy, and then sets out the rules of her test: Contenders may divide into small groups or choose to participate alone. Once groups are established at the trial’s start, alliances between contenders
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rules of the Trial On the night of certain full moons, Chakuna selects fifteen souls within her domain who she considers worthy prey. She leads the participants to Pantara Lodge, shows them every
courtesy, and then sets out the rules of her test: Contenders may divide into small groups or choose to participate alone. Once groups are established at the trial’s start, alliances between contenders
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rules of the Trial On the night of certain full moons, Chakuna selects fifteen souls within her domain who she considers worthy prey. She leads the participants to Pantara Lodge, shows them every
courtesy, and then sets out the rules of her test: Contenders may divide into small groups or choose to participate alone. Once groups are established at the trial’s start, alliances between contenders
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
forehead. In time, a devoted cultist might transform entirely into a minotaur — considered the greatest gift of the Prince of Beasts. Baphomet himself appears as a great, black-furred minotaur, 20 feet
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
forehead. In time, a devoted cultist might transform entirely into a minotaur — considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur, 20 feet tall with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
forehead. In time, a devoted cultist might transform entirely into a minotaur — considered the greatest gift of the Prince of Beasts. Baphomet himself appears as a great, black-furred minotaur, 20 feet
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
forehead. In time, a devoted cultist might transform entirely into a minotaur — considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur, 20 feet tall with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
forehead. In time, a devoted cultist might transform entirely into a minotaur — considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur, 20 feet tall with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped
forehead. In time, a devoted cultist might transform entirely into a minotaur — considered the greatest gift of the Prince of Beasts. Baphomet himself appears as a great, black-furred minotaur, 20 feet
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
beings, such as aboleths, beholders, flumphs, and mind flayers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
beings, such as aboleths, beholders, flumphs, and mind flayers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
beings, such as aboleths, beholders, flumphs, and mind flayers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Shape-Shift. The incarnation changes its size to Medium, Large, or Huge.
Incarnation of Vibrance The incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and
their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome wolfhounds often accompanied by invasive plant species and frenzied wild beasts. Incarnation of Vibrance Huge Fey
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
lair is warped by the Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits — information that isn’t repeated here. As with the
blocks. Appendix A gathers a handful of beasts that don’t warrant longer entries. Appendix B provides generic NPCs whose statistics can be customized to serve your campaign. This chapter and






