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Returning 19 results for 'before both during class rivers'.
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Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of
places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day. Aldani (Lobsterfolk)
Medium monstrosity, lawful neutral
Armor Class 14 (natural armor)
Hit
Aldani Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure. Naiad
Medium fey
Armor Class 15 (natural armor)
Hit Points 31 (7d8
protecting their flocks and making their crops more abundant. Alseid
Medium fey, chaotic good
Armor Class 15 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
15 (+2)
DEX
10
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
Large Fey, Any Alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath weapon is a blast of frigid water. Seth the Shapeshifting Dragon Medium Dragon
, Neutral
Armor Class 17
Hit Points 153 (18d8 + 72)
Speed 50 ft., swim 50 ft.
STR
16 (+3)
DEX
25 (+7)
CON
19 (+4)
INT
13 (+1)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws Str +7
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its
Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., fly 50 ft., swim 50 ft.
STR
30 (+10)
DEX
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Chwinga A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen. If two or
pollen, a stone statuette resembling its former self, a marble of smooth stone, or a puddle of fresh water. Chwinga
Tiny elemental
Armor Class 15
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and hatred. Kalakeri is a deceptively beautiful land of verdant rain forests and an idyllic web of rivers and lakes known as the Backwaters. Rare creatures and extraordinary magical plants are found
of society do you come from? Kalakeri is built on social class, with the nobility at the top, wealthy merchants and military officers next, and everyone else below. Where do you stand, and do you wish
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 16
Hit Points 50
Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If
the helm is destroyed, the galley can’t turn.
Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 40 crew)
Movement: Sails
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a
of Silver, listen for the children’s delighted screams and go give it a try. These shared stories and traditions impart to each ward a different culture, just as much as distinctions of class and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Armor Class 17
Hit Points 325 (26d12 + 156)
Speed 50 ft., fly 50 ft.
STR
19 (+4)
DEX
24 (+7)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
23 (+6
, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly. Wildfires erupt within a 5-mile radius of Imix’s lair. Every hour
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, lawful evil
Armor Class 18 (plate)
Hit Points 162 (13d12 + 78)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, with opalescent eyes. She prefers to remain in or near large bodies of water — seas, lakes, rivers, or sometimes great subterranean pools. When she needs to, she can surge onto dry land, moving much
wrath, patiently waiting for the day when they deliver others into her power. Olhydra
Huge elemental, neutral evil
Armor Class 18 (natural armor)
Hit Points 324 (24d12 + 168)
Speed 50 ft., swim
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chwinga A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to
food. Chwinga
Tiny elemental
Armor Class 15
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR
1 (–5)
DEX
20 (+5)
CON
10 (+0)
INT
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Storm Giant Quintessent
Huge Giant, Typically Chaotic Good
Armor Class 12
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2
rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Not even landlocked surface dwellers are safe from a kraken’s wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns
.”
— From NIGHT OF THE KRAKEN CULT
by Malfeore Serrang, pirate-mage of Tethyr
Kraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (natural armor)
Hit Points 472 (27d20 + 189
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Smiling One
Huge giant (cloud giant), chaotic neutral
Armor Class 15 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft.
STR
26(+8)
DEX
12(+1)
CON
22(+6
accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case. Fire Giant Dreadnought
Huge giant (fire giant), lawful evil
Armor Class 21 (plate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
15
action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3






