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Returning 35 results for 'before based distant cautious remain'.
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before bard distant cautious remains
before based distant curious remain
Spells
Player’s Handbook
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Awaken
Legacy
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Spells
Basic Rules (2014)
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Tabaxi
Legacy
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races
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
Monsters
Curse of Strahd
or carrying isn’t transformed. It reverts to its humanoid form if it dies.Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about
already higher. Attack and damage rolls for the wereraven’s bite are based on whichever is higher of the character’s Strength and Dexterity. The bite of a wereraven in raven form deals 1
Monsters
Bigby Presents: Glory of the Giants
, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Magic Mouth
Legacy
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Spells
Basic Rules (2014)
after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on
Monsters
Mordenkainen's Fiendish Folio Volume 1
travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from
offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk
Monsters
Van Richten’s Guide to Ravenloft
comfort to Isolde and quelled her thirst for vengeance.
Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured
become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again.
Zybilna was intrigued enough by the shadar-kai to let Isolde go
Shapechange
Legacy
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Spells
Basic Rules (2014)
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Magic Items
Acquisitions Incorporated
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
. The difference between the index finger and the middle finger. The elasticity of the ear lobe.
6
You take a long, careful look, and then decide based on which fellow franchisee has been nice to
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven islands far to the west are home to elves who have never
Monsters
Waterdeep: Dungeon of the Mad Mage
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Aasimar
Legacy
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races
Volo's Guide to Monsters
, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils
between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward
races
Acquisitions Incorporated
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
Lizardfolk
Legacy
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races
Volo's Guide to Monsters
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
Genasi
Legacy
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races
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Monsters
Waterdeep: Dungeon of the Mad Mage
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
bats are plentiful. In areas where they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness.
If
Shifter
Legacy
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races
Eberron: Rising from the Last War
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tabaxi Names Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to
both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan’s territory. The following
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tabaxi Names Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to
both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan’s territory. The following
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tabaxi Names Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to
both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan’s territory. The following
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves. The
cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves. The
cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Kobold
Legacy
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races
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
provoke retaliatory attacks from the creatures they steal from. It’s better to be cautious and overlooked than to be considered dangerous and a threat.
In a couple of situations, kobolds might
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
six normal werewolves and nine wolves. While in wolf form, the werewolves are indistinguishable from ordinary wolves. They either remain in wolf form or assume hybrid form. If the characters were
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves. The
cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
six normal werewolves and nine wolves. While in wolf form, the werewolves are indistinguishable from ordinary wolves. They either remain in wolf form or assume hybrid form. If the characters were
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
six normal werewolves and nine wolves. While in wolf form, the werewolves are indistinguishable from ordinary wolves. They either remain in wolf form or assume hybrid form. If the characters were
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Spirits’ Plea When the wraith is defeated, any surviving haints remain, lingering in the center of the common room. If both haints were destroyed, their voices emerge from silhouettes drifting in the
’ questions, the mist filling the common room swirls faster, and the characters hear the distant sound of howling wind and pounding waves. The spirits cry out, “Something terrible threatens our precious lore