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Returning 35 results for 'before both down comes response'.
monsters
, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the
hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature
monsters
creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All
such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A
monsters
. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All
such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan
monsters
least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single
entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an
monsters
, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the
hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature
monsters
with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any
sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one
monsters
infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions
by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after
monsters
defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the
colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger
monsters
defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the
colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These
Lizardfolk
Legacy
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races
Volo's Guide to Monsters
skilled allies.
Alien Minds
The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than
, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings
monsters
least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single
entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an
of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the
colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes
monsters
infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by
greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co
monsters
, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of
a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically
bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy
adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted
monsters
bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy
adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted
Monsters
Mordenkainen Presents: Monsters of the Multiverse
travels farther than the sprawling city that lies outside his palace.
Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be
plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even
monsters
creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All
such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A
monsters
providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest
of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or
monsters
interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any
sensation one portion of the colony experiences, the rest of the colony comes to know about soon after.
Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
’t serve a purpose in the legion, the warlord eliminates it from the hierarchy to maximize efficiency.
Honor Bound, By Glory Crowned
Advancement in rank comes as a result of attaining glory, but
rank or banner status. Of course, Maglubiyet’s call to conquest is always answered.
Suffer nor Give Insult. As befits their warlike nature, hobgoblins believe that any insult demands a response
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage.
Reactions
Fiendish Blood. Trigger: The sahuagin takes Piercing or Slashing damage. Response
interposing obstacles.
When a sahuagin comes at you, it doesn’t seem to be living until it bites you. Then the thing’s black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.
—Tiguran Maremrynd,
A Survivor’s Memoir