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Returning 35 results for 'before both direction curious resist'.
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monsters
made to resist the target’s spells. Additionally, all creatures have Disadvantage on saving throws to resist the Prince’s spells.
Speed. The target’s Speed is reduced by 20 feet (to
as a child and long forgotten about, a comb lost by his sister, and a map of a nation that no longer exists. Curious, he climbed into the sack and found a castle within it, filled with forgotten
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
their heads, and a faint white aura surrounds their bodies.
For good or ill, most fae can’t resist meddling in the adventures of any knight they meet.
Faeries
The faeries of Eldraine are
winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are curious
Duergar Mind Master
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity While in sunlight, the
direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.
Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
dangerously curious spirits manifested as physical beings when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards
Monsters
The Book of Many Things
Guardian of the Market. Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell.
Legendary Resistance (3
and Material Plane have to offer. Curious Fey asked to join her caravan, and before long, she had a menagerie of merchants accompanying her on her travels. Pazrodine came to view these Fey merchants as
Backgrounds
Guildmasters’ Guide to Ravnica
concepts explained to them.
5
I describe everything that happens as if it were going into my research notes (and it often is).
6
I am insatiably curious about the seemingly infinite forms and
adaptations of life.
7
I can’t resist prying into anything forbidden, since it must be terribly interesting.
8
I employ a highly technical vocabulary to avoid imprecision and ambiguity
Gnome
Legacy
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races
Basic Rules (2014)
excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.
A gnome’s personality is writ large in
his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually
Halfling
Legacy
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races
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
Monsters
Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Monsters
Fizban's Treasury of Dragons
ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea and is now stuck beneath
within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Mind of Araumycos Navigating on the Astral Plane is largely a matter of thought and perception. The characters feel a psychic “pull” in the right direction as they seek out the consciousness of
come to the floating skull, the more strongly they feel a presence — the mind of Araumycos, to which they are linked. That consciousness is largely unaware of them, lulled by the insidious influence of Zuggtmoy’s spores and unable to resist the demon queen’s presence.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Mind of Araumycos Navigating on the Astral Plane is largely a matter of thought and perception. The characters feel a psychic “pull” in the right direction as they seek out the consciousness of
come to the floating skull, the more strongly they feel a presence — the mind of Araumycos, to which they are linked. That consciousness is largely unaware of them, lulled by the insidious influence of Zuggtmoy’s spores and unable to resist the demon queen’s presence.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Mind of Araumycos Navigating on the Astral Plane is largely a matter of thought and perception. The characters feel a psychic “pull” in the right direction as they seek out the consciousness of
come to the floating skull, the more strongly they feel a presence — the mind of Araumycos, to which they are linked. That consciousness is largely unaware of them, lulled by the insidious influence of Zuggtmoy’s spores and unable to resist the demon queen’s presence.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Tepui no matter which direction they were headed. With a shriek, Nene encourages the characters to proceed down the path toward the tepui. He then flies up the side of the tepui and over the top.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Tepui no matter which direction they were headed. With a shriek, Nene encourages the characters to proceed down the path toward the tepui. He then flies up the side of the tepui and over the top.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Tepui no matter which direction they were headed. With a shriek, Nene encourages the characters to proceed down the path toward the tepui. He then flies up the side of the tepui and over the top.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riffler Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings
Sense. The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riffler Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings
Sense. The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riffler Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings
Sense. The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is within sight of land, there is no chance of the vessel becoming lost. Otherwise, a ship’s navigator must rely on dead reckoning (tracking the direction and distance of the ship’s travel) or the sun
Ghost ship 3 Friendly and curious adult bronze dragon 4 Whirlpool (25 percent chance that the whirlpool is a portal to the Elemental Plane of Water) 5 Merfolk traders 6 Passing warship (friendly or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is within sight of land, there is no chance of the vessel becoming lost. Otherwise, a ship’s navigator must rely on dead reckoning (tracking the direction and distance of the ship’s travel) or the sun
Ghost ship 3 Friendly and curious adult bronze dragon 4 Whirlpool (25 percent chance that the whirlpool is a portal to the Elemental Plane of Water) 5 Merfolk traders 6 Passing warship (friendly or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is within sight of land, there is no chance of the vessel becoming lost. Otherwise, a ship’s navigator must rely on dead reckoning (tracking the direction and distance of the ship’s travel) or the sun
Ghost ship 3 Friendly and curious adult bronze dragon 4 Whirlpool (25 percent chance that the whirlpool is a portal to the Elemental Plane of Water) 5 Merfolk traders 6 Passing warship (friendly or