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Returning 35 results for 'been bear devourer core regions'.
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
Monsters
Eberron: Rising from the Last War
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
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
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a shame not to share our
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core
, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.
In good times, a bugbear gang
Monsters
Mythic Odysseys of Theros
being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
Composition
d4
Attack
1
Plains Creature. The chimera’s body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Grick
Griffon
Hunter shark
Intellect devourer
Lizardfolk shaman
Merrow
Mimic
Minotaur skeleton
Myconid sovereign
Nothic
Ochre jelly
Ogre
Ogre zombie
Orc Eye of Gruumsh
Orog
Pegasus
Pentadrone
Peryton
Plesiosaurus
Polar bear
Poltergeist
Priest
Quaggoth
Rhinoceros
Rug of smothering
Saber-toothed tiger
Sahuagin priestess
Sea hag
Silver
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Grick
Griffon
Hunter shark
Intellect devourer
Lizardfolk shaman
Merrow
Mimic
Minotaur skeleton
Myconid sovereign
Nothic
Ochre jelly
Ogre
Ogre zombie
Orc Eye of Gruumsh
Orog
Pegasus
Pentadrone
Peryton
Plesiosaurus
Polar bear
Poltergeist
Priest
Quaggoth
Rhinoceros
Rug of smothering
Saber-toothed tiger
Sahuagin priestess
Sea hag
Silver
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Grick
Griffon
Hunter shark
Intellect devourer
Lizardfolk shaman
Merrow
Mimic
Minotaur skeleton
Myconid sovereign
Nothic
Ochre jelly
Ogre
Ogre zombie
Orc Eye of Gruumsh
Orog
Pegasus
Pentadrone
Peryton
Plesiosaurus
Polar bear
Poltergeist
Priest
Quaggoth
Rhinoceros
Rug of smothering
Saber-toothed tiger
Sahuagin priestess
Sea hag
Silver
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord
Green Dragon Wyrmling
Grick
Griffon
Hunter Shark
Intellect Devourer
Lizardfolk Geomancer
Mage Apprentice
Merrow
Mimic
Minotaur Skeleton
Modron Pentadrone
Myconid Sovereign
Nothic
Ochre Jelly
Ogre
Ogre Zombie
Pegasus
Peryton
Plesiosaurus
Polar Bear
Poltergeist
Priest
Quaggoth
Rhinoceros
Saber-Toothed Tiger
Sahuagin Priest
Sea
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord
Green Dragon Wyrmling
Grick
Griffon
Hunter Shark
Intellect Devourer
Lizardfolk Geomancer
Mage Apprentice
Merrow
Mimic
Minotaur Skeleton
Modron Pentadrone
Myconid Sovereign
Nothic
Ochre Jelly
Ogre
Ogre Zombie
Pegasus
Peryton
Plesiosaurus
Polar Bear
Poltergeist
Priest
Quaggoth
Rhinoceros
Saber-Toothed Tiger
Sahuagin Priest
Sea
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord
Green Dragon Wyrmling
Grick
Griffon
Hunter Shark
Intellect Devourer
Lizardfolk Geomancer
Mage Apprentice
Merrow
Mimic
Minotaur Skeleton
Modron Pentadrone
Myconid Sovereign
Nothic
Ochre Jelly
Ogre
Ogre Zombie
Pegasus
Peryton
Plesiosaurus
Polar Bear
Poltergeist
Priest
Quaggoth
Rhinoceros
Saber-Toothed Tiger
Sahuagin Priest
Sea
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
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->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
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->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
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->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
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->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
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->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
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->Monster Manual
. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common. Werebear Medium or Small Monstrosity (Lycanthrope), Neutral Good
AC 15
Werebear Changed by the Might of the Bear Habitat: Arctic, Forest, Hill; Treasure: Relics When threatened or compelled by magic, werebears shape-shift from their humanoid forms into mighty bears or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
doesn’t have the connections or infrastructure of the Boromar Clan, but the sheer physical force it can bring to bear is impressive. Daask has almost no influence in the middle or upper wards, but it is a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
doesn’t have the connections or infrastructure of the Boromar Clan, but the sheer physical force it can bring to bear is impressive. Daask has almost no influence in the middle or upper wards, but it is a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
doesn’t have the connections or infrastructure of the Boromar Clan, but the sheer physical force it can bring to bear is impressive. Daask has almost no influence in the middle or upper wards, but it is a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonnel Some dragons consider it an honor to bear a worthy rider into battle. Others find it demeaning and view dragonnels’ willingness to serve as mounts as a sign of their debasement.
-Fizban
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonnel Some dragons consider it an honor to bear a worthy rider into battle. Others find it demeaning and view dragonnels’ willingness to serve as mounts as a sign of their debasement.
-Fizban
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonnel Some dragons consider it an honor to bear a worthy rider into battle. Others find it demeaning and view dragonnels’ willingness to serve as mounts as a sign of their debasement.
-Fizban
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intellect devourer or 1 spectator 66 1d8 + 1 orcs 67–68 A faint tapping coming from inside a nearby wall 69 1 gibbering mouther or 1 water weird 70 1d12 gas spores 71 1 giant constrictor snake 72 1d10
polar bear (cave bear) 86 1 hobgoblin captain with 1d4 half-ogres and 2d10 hobgoblins 87 1 earth elemental or 1 black pudding 88 1 kuo-toa monitor with 1d8 + 1 kuo-toa whips 89 1 quaggoth thonot with