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Returning 35 results for 'beasts building diffusing combine replace'.
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Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
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
Monsters
Guildmasters’ Guide to Ravnica
Multiattack. The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.
Javelin. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Spit Acid","rollDamageType":"acid"} acid damage.The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing
Monsters
Vecna: Eve of Ruin
on guard duty.
Spyder-Fiends
Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads
ignores movement restrictions caused by webbing.Multiattack. The phisarazu makes one Bite attack and two Claw attacks. It can replace one of these attacks with Scintillating Spray if available.
Bite
Monsters
Vecna: Eve of Ruin
foot soldiers, but they prefer to avoid more powerful Fiends, who boss them around. Left on their own, kakkuus lurk in ambush and use their webs to snare prey.
Spyder-Fiends
Demonic beasts that
combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing
Monsters
Vecna: Eve of Ruin
beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as
Monsters
Vecna: Eve of Ruin
they fill with their venom and hurl at foes. Raklupises are keen strategists, and most of them command legions of lesser spyder-fiends.
Spyder-Fiends
Demonic beasts that combine the worst attributes
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Monsters
Mythic Odysseys of Theros
"} fire damage on a failed save, or half as much damage on a successful one.The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many
artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations.
The Akroans tell a tale of the first chimera’s origin, wherein
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting.
Staff. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Burden of Time. Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai.
Fey Ancestry. The shadar-kai has advantage on saving throws against
being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.
Shadow Spear. Melee or Ranged
Backgrounds
Guildmasters’ Guide to Ravnica
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
Selesnya contact; you can decide if the contact is an ally or a rival.
10
I have a sibling in the Simic Combine, and we argue every time we see each other.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
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
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
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
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
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
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the






