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Returning 35 results for 'before been derived creatures reside'.
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Monsters
Planescape: Adventures in the Multiverse
inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have
stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on which Outer Plane the sunfly is on.
Many
Monsters
Quests from the Infinite Staircase
saving throw or have the prone condition.Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
Monsters
Planescape: Adventures in the Multiverse
on a success.Sunfly;Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies
struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
.
Move. The ki-rin moves up to its half speed without provoking opportunity attacks.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the
creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.
Inside its lair, a ki-rin has the power to conjure objects up to three
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-rin moves up to half its speed without provoking opportunity attack;opportunity attacks.
Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.Ki-rins are noble, celestial creatures. In the
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
Species
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
Backgrounds
Guildmasters’ Guide to Ravnica
commoner’s clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
Species
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level Location descriptions for this level are keyed to map 9. There are few light sources here; creatures that reside in Dweomercore rely on darkvision or create their own illumination with magic. View Player Version
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
, 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and the attack roll — rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. WHY DEVILS WANT CULTS
For all
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in
air with toxic fumes. A creature that breathes in the area’s fumes must succeed on a DC 10 Constitution saving throw or gain the poisoned condition for 1 hour. Creatures with resistance or immunity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers and left here. Anyone who inspects the corpse discovers that the basilisk died from wounds consistent with weapon attacks and destructive spells. Two centipedes reside in the corpse. If the
Temple Ceiling. The ceiling is 60 feet high.
Petrified Creatures. Eleven lifelike statues in a variety of poses are clustered together in the south end of the room. (These statues are petrified
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M4. Dormitories When not on duty, the monks reside in this series of ill-kept rooms. Each of these dormitory cells contains only a bed, a trunk for personal effects, and a table. All are crafted of
steady series of new residents over long years.
Creatures. A group of five monks led by an elder monk can be found here at any time, sleeping, eating, and taking part in decidedly non-monastic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Terminology The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
in strange and often beautiful ways. It can be alluring, empowering, and restorative. It can also be repellent, enervating, and destructive. Countless species of sapient creatures dwell in the wilds
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan’s territory
rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi’s choice
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout much of the Heartlands, rangers use special marks to indicate campsites, dangerous areas, evil creatures, foul magic, goblinoid activity, hidden caches of supplies, safe passage, shelter, and
graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, Stolos angrily admits that he and Andras derived from a singular human subject and his giant snowy owl companion years before. The two hybrid creatures now have an intense hatred for one another
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Haughty and Cruel. The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the
tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn’s domain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
other cultures into the Suwa. The Green Doctors The collective of mystics known as the Green Doctors weaves together knowledge of magic and herbal medicine to heal the people and creatures of Atagua
home, the Silver Tapir Monastery. Names Some Ataguan names honor the ancestral heroes of the Flood People, while others are derived by mixing those names with ones from the colonial past. In addition to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cathedral, Protector of the Malachite Scepter, and so on and so forth.”
— Gargoyle seneschal’s standard greeting
Genies are rare elemental creatures out of story and legend. Only a few can be
found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Old Tower: Winter The characters have learned that the Stone of Golorr is with Amath Sercent, a priest of Bane who is allied with Manshoon. She and her acolytes reside in Yellowspire, a Castle Ward
secure and safe to walk on, enabling creatures to scale the outside of the tower without having to make ability checks. The scaffolding rattles and creaks, however, and any creature that moves on it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Sunflies Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so
do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
seep out of the tree and begin consuming the remains. Each black pudding can devour one gnome corpse in 2 rounds or one human corpse in 4 rounds. The puddings ignore creatures that leave them alone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
locations of the canyon’s inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Deadstone Cleft Roster Area Creature(s) Notes area 2 1 roc The roc
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
a River of Blood. Neutral planes stand apart from them. Each of these planes is primarily the domain of one or more deities, though they are also the homes of celestial and fiendish creatures. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
–11 Halfling Halflings 12 Orc Orcs The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material
Devils of the Nine Hells Primordial* Elementals Sylvan The Feywild Thieves’ Cant Various criminal guilds Undercommon The Underdark *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
Ilmater. Objects of Adoration. Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki






