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Returning 35 results for 'before both dividing creature reside'.
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Species
Eberron: Forge of the Artificer
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 may reveal an aspect of
advantage of contacts established by the persona’s previous users.
Changeling Traits
Creature Type: FeySize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Planescape: Adventures in the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can’t regain hit points or
gain temporary hit points.Stings. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Stings"} to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (3d4
Monsters
The Book of Many Things
damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag’s next turn.
Spellcasting. While holding its shears, the hag casts one of the following spells
action)The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hag regains
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
languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
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
your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ki-rin regains spent legendary actions at the start of its turn.
Move. The ki
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
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->Basic Rules (2014)
Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same
is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Linking Hoards A dragon dividing a hoard often apportions one or more pieces from a linked set of objects to each treasure cache. This practice strengthens the mystical link among the portions of the
dragon, a prophet, or a rare creature
10 Pieces of a chess set or another board game, or cards from a deck of playing cards, a tarokka deck, or a deck of many things
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fate Hag Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
attacks. It can replace one attack with a use of Spellcasting.
Shears. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. If the target is a creature, it has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connected to the rest of the crawlway have no clear means of escape. The tunnel is airtight. A single creature consumes the available air supply in 24 hours, with multiple creatures dividing that time up
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For
action or any of your Speed, but you can’t do so if your Speed is 0. Creature Size A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moving Around Other Creatures You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or
smaller than you. Remember that another creature’s space is difficult terrain for you.
Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
If you leave a
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
basilisk is disturbed, the centipedes emerge and attack the nearest creature. Treasure. The basilisk clutches a driftglobe. The creature’s claw must be pried open to release the globe. 17b. Desecrated
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into
do so if your Speed is 0. Creature Size A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
The Truth behind the Legend Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Changeling 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 may reveal an
take advantage of contacts established by the persona’s previous users. Changeling Traits Creature Type: Fey
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Upper Works: General Features Map 6.1 shows the layout of the huge timber stronghold of the local clan of hill giants. All outer walls are of logs at least 3 feet in diameter. Inner walls dividing
feet high. A Medium or smaller creature must succeed on a DC 10 Strength (Athletics) check to open any of the doors on the upper level due to their great size and weight. Doors stay open if left that way
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
creature in the swarm’s space. Hit: 10 (3d4 + 3) piercing damage, or 5 (1d4 + 3) piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it
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
Amath carries the key to the shackles. The shackles can be broken by a creature that uses an action to make a successful DC 20 Strength (Athletics) check. Picking the shackles’ lock requires thieves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Labyrinth of Eyes Locations The Labyrinth of Eyes has been the lair of the beholder Golcuus for decades. Recently, the fanatics warped the once-proud Golcuus into a miserable creature called an
creature accusingly for a moment. This effect is unnerving but harmless. An eye closes and disappears if it takes any damage. L2: Views of Madness Ten stone rods protrude from the back wall of this dead
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Unicorn Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. A unicorn’s
nothing that occurs beneath the sun-dappled leaves escapes the creature’s notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: It must succeed on a
level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside
means of dealing with marids, to which an obsequious mortal is a creature that knows its place. Whimsical Storytellers. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of
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->Candlekeep Mysteries
them. If asked about what she’s been doing lately, she explains that she has been dividing her time between fixing up the balcony level and working in the bindery repairing books. She is able to
darkness for several seconds at a time. 2 Random books fly off the shelves. Each creature in areas F1, F2, or F14 must succeed on a DC 13 Dexterity saving throw or take 2 (1d4) bludgeoning damage from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, steep-sided canyon. Warm mist rises from a stream, shrouding the canyon. Within the mist, you hear a creature babbling incessantly.
This area is lightly obscured by mist from a piping-hot stream
. The noise comes from the gibberling in area F2. Steamy Stream. A metal bridge spans this 5-foot-deep stream, which issues from the workshop in area F8 and is scalding hot. A creature that enters the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Drow Town An ancient earthquake collapsed sections of Stromkuhldur, dividing the town into smaller caverns. After driving the Legion of Azrok out of this eastern cavern, the drow of House
realistic spiders are carved into its stone frame, almost appearing to twitch and crawl. When a creature approaches within 5 feet of its reflection in the mirror, the reflection disappears and is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
from the Heart’s Lair (area P64), read or paraphrase: The walls of this tunnel are rough and narrow, as if dug by a small creature. At the end of the tunnel stands a gnome, humming happily to himself as
creature of his choice that he can see within 10 feet of the arm. The target must make a DC 15 Strength saving throw. On a failed save, the target has the grappled condition (escape DC 15) or is pushed






