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Returning 21 results for 'before borders defusing contrast reactions'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
following spells, using Charisma as the spellcasting ability:
1/day each: daylight, lesser restorationThe archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.
Half-Elf Names
Half-elves use either human or elven
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, prestidigitation, suggestion
1/day each: major image, zone of truthThe high fae can take up to three reactions per round but only one per turn.
Capricious Step. Immediately after taking damage, the
been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of
Monsters
The Book of Many Things
damage, and the target can’t take reactions until the end of Malaxxix’s next turn. Hit or Miss: The hammer then magically returns to Malaxxix’s hand.
Whip. Melee Weapon Attack: +12
worthwhile. When Malaxxix deigns to speak with others, the fiend displays grandiloquent diction and a pompous demeanor—a stark contrast to the yugoloth’s usual fury.
Curse of Malaxxix
A creature
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.&rdquo
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Developments If the characters defeat Arauthator, the reactions of Oyaviggaton’s other inhabitants are dependent on whether the dragon is killed or driven off. If Arauthator is killed, the ice toads
grieve, but they won’t take any action against the characters. In contrast, the kobolds are furious with grief, throwing themselves at the characters in frenzied, suicidal attacks. The ice trolls
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Developments If the characters defeat Arauthator, the reactions of Oyaviggaton’s other inhabitants are dependent on whether the dragon is killed or driven off. If Arauthator is killed, the ice toads
grieve, but they won’t take any action against the characters. In contrast, the kobolds are furious with grief, throwing themselves at the characters in frenzied, suicidal attacks. The ice trolls
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are
/day each: daylight, lesser restoration
Reactions
The archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit. When a creature marked by the archon’s Radiant Lance
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
.
Reactions
Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.
WINONA NELSON
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, who both have a degree of the arrogance he demonstrates. Thassa and Nylea, by contrast, aren’t bothered by his efforts because they see themselves as being safely outside his reach. He could declare
mysterious being who is capable of sealing the borders between the mortal world and the divine realm of Nyx. Kruphix is perhaps the only being who can impose limits on the other gods’ actions, which makes Heliod resent and fear the god of horizons.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
4 A shadow dragon wyrmling and a shadow demon have become unlikely companions as they compare and contrast their parallel evolutions.
5 Two shadow dragon wyrmlings of different dragon kinds
has fallen under the sway of a young shadow dragon, and their obeisance borders on fanaticism.
4 A young shadow dragon shares a lair with a cloaker; the cloaker leaves the dragon alone but hunts
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
who regards any opportunity to inflict misery on others as worthwhile. When Malaxxix deigns to speak with others, the fiend displays grandiloquent diction and a pompous demeanor—a stark contrast to the
any combination.
Forge Hammer. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target can’t take reactions until
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
daggers.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it’s a ranged attack.
Reactions
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.
Bonus Actions
Cunning Action. Nine-Fingers takes the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. Nine-Fingers halves the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tension could play a role in a character’s back story, the plot of an adventure, or the reactions of an NPC. Although the nations are afraid to return to all-out war, any of these feuds could escalate
bands; some independent war bands have even crossed the Talenta Plains to raid across the borders of Karrnath and Q’barra. High King Vadallia insists that these are the actions of individual soldiers
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
.
Reactions
Parry and Riposte. The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one
save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind, mirror image
Reactions
Fae Counterspell. The high fae interrupts a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
temples of its many gods, several organizations operate across national borders in pursuit of their goals. Some of these organizations could serve as patrons or allies of adventurers in a Greyhawk
except the strange powers of the old hermit living in the nearby woods, which they regard with suspicion and mention only in whispers. By contrast, magic is common enough in the Free City of Greyhawk
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
most prone to laughter and enjoying fellowship with his siblings. That image of Stronmaus is in sharp contrast to how storm giants are perceived in the world: aloof and dour. Nonetheless, it is an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
).
Actions
Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Reactions
Deflect
the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might






