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Returning 35 results for 'before branch drives constantly remove'.
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Monsters
Bigby Presents: Glory of the Giants
of the rime hulk’s next turn. On a successful save, the creature takes half as much damage only.Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants
forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime hulk moves, it leaves a trail of ice that can freeze enemies in place. When it dies, a rime hulk explodes in a burst of frost.Cold, Poison
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
and objects within 120 feet.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
cast Arcane Eye with it. Once you cast the spell in this manner, you can’t do so again until you finish a Long Rest.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
Yeenoghu
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Monsters
Out of the Abyss
, hunched over, and filing their teeth down to points.
Yeenoghu wants nothing more than slaughter and senseless destruction. The gnoll;gnolls are his instruments, and he drives them to ever-greater
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
races
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
races
Dragonlance: Shadow of the Dragon Queen
diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find
other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items
magic items it is expected to guard.
A beholder (see the Monster Manual) usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants
Monsters
Mordenkainen Presents: Monsters of the Multiverse
destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
independently, constantly scanning her surroundings. Stained and moldering patchwork garments hide much of the leathery, mummified flesh that stretches over Bavlorna’s compact frame and
Monsters
Storm King's Thunder
with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because Claugiyliamatar drives them out.
Claugiyliamatar rarely meddles in the affairs of small
magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon
Monsters
Divine Contention
Claugiyliamatar drives them out.
Claugiyliamatar rarely meddles in the affairs of small folk. Even so, her collection of crystal balls allows her to stay abreast of events happening in the world.
Ebondeath
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Backgrounds
Guildmasters’ Guide to Ravnica
that the gears of society turn smoothly and quietly. (Lawful)
3
Peace. The ultimate object of the law is to remove violence from society. (Good)
4
Compliance. Coercion is a fine
successfully prevented a murder, and the would-be perpetrator wants me dead.
5
One of my parents was prominent in the guild, and I resent constantly being compared to that standard.
6
I’ve
monsters
should be seen as a starting point. Like all daelkyr, Valaara is constantly experimenting and creating new things. Imagine a purple worm with malign intelligence and psychic powers, or teleporting
lasts until the creature is targeted by a Remove Curse spell or similar magic.
Delusions of Valaara
1d6
Delusion (lasts until cured)
1
“There are worms crawling through my
Tabaxi
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races
Volo's Guide to Monsters
its secrets and nature have been laid bare.
Tinkers and Minstrels
Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer
hand, which you constantly fidget with.
7
You are always in debt, since you spend your gold on lavish parties and gifts for friends.
8
When talking about something you’re obsessed
Aarakocra
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races
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
Compendium
- Sources->Dungeons & Dragons->Rrakkma
here. Other Features A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the hallway. The vat is constructed of porcelain and
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
crafted golden bracelet. To remove the item, a character must either reach into the mouth or attempt to push the bracelet out with another object. Snapping Trap. Disturbing the bracelet in any way
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
crafted golden bracelet. To remove the item, a character must either reach into the mouth or attempt to push the bracelet out with another object. Snapping Trap. Disturbing the bracelet in any way
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
crafted golden bracelet. To remove the item, a character must either reach into the mouth or attempt to push the bracelet out with another object. Snapping Trap. Disturbing the bracelet in any way
Compendium
- Sources->Dungeons & Dragons->Rrakkma
here. Other Features A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the hallway. The vat is constructed of porcelain and
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
here. Other Features A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the hallway. The vat is constructed of porcelain and
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped.
14
You constantly see afterimages of all events that occurred within 30
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
often a negative emotion or destructive behavior—such as fear, hatred, insecurity, jealousy, mayhem, obsession, selfishness, shame—that drives an irrational habit causing the Darklord or others harm
at problems than solve them.
7 I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty.
8 I don’t know love, only domineering obsession, and I
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
often a negative emotion or destructive behavior—such as fear, hatred, insecurity, jealousy, mayhem, obsession, selfishness, shame—that drives an irrational habit causing the Darklord or others harm
at problems than solve them.
7 I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty.
8 I don’t know love, only domineering obsession, and I
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
often a negative emotion or destructive behavior—such as fear, hatred, insecurity, jealousy, mayhem, obsession, selfishness, shame—that drives an irrational habit causing the Darklord or others harm
at problems than solve them.
7 I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty.
8 I don’t know love, only domineering obsession, and I
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score. Ideals Describe one ideal that drives your
your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score. Ideals Describe one ideal that drives your
your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides