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Returning 35 results for 'behave barriers diffusing cousins race'.
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races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining
races
their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity
means.
Unbound satarre are a subrace of satarre. You can find more about the base satarre race in Tome of Heroes.
Unbound Satarre Names
Like other satarre, unbound satarre names often resemble names
races
Mordenkainen Presents: Monsters of the Multiverse
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character
races
Mordenkainen Presents: Monsters of the Multiverse
hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.
Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved
, pointed ears and noses that turn bright red or blue during displays of emotion.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
races
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
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
races
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
races
Mordenkainen Presents: Monsters of the Multiverse
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reconciliation. In the even more distant past, both high elf nations separated from their Kagonesti kin, while the waves themselves isolate Dargonesti and Dimernesti from their surface-dwelling cousins. As the
untold generations, the aloof Silvanesti elves lived in a stratified society closed to outsiders. They don’t hate their cousins in Qualinesti, but they consider their ways misguided. In recent years
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Stealing Secrets. A doppelganger’s adopted
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reconciliation. In the even more distant past, both high elf nations separated from their Kagonesti kin, while the waves themselves isolate Dargonesti and Dimernesti from their surface-dwelling cousins. As the
untold generations, the aloof Silvanesti elves lived in a stratified society closed to outsiders. They don’t hate their cousins in Qualinesti, but they consider their ways misguided. In recent years
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reconciliation. In the even more distant past, both high elf nations separated from their Kagonesti kin, while the waves themselves isolate Dargonesti and Dimernesti from their surface-dwelling cousins. As the
untold generations, the aloof Silvanesti elves lived in a stratified society closed to outsiders. They don’t hate their cousins in Qualinesti, but they consider their ways misguided. In recent years
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Stealing Secrets. A doppelganger’s adopted
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Stealing Secrets. A doppelganger’s adopted
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the guards behave when they arrive. Gate Interactions d8 Interaction 1 The guards thoroughly search packs and vehicles, questioning everything and everyone. 2 The guards force a line of travelers
it takes to help that person. 6 Believing themselves to be ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the guards behave when they arrive. Gate Interactions d8 Interaction
1 The guards thoroughly search packs and vehicles, questioning everything and everyone.
2 The guards force a line
ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how long it takes for the Flaming Fist to arrive, and roll on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the guards behave when they arrive. Gate Interactions d8 Interaction
1 The guards thoroughly search packs and vehicles, questioning everything and everyone.
2 The guards force a line
ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how long it takes for the Flaming Fist to arrive, and roll on
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the guards behave when they arrive. Gate Interactions d8 Interaction 1 The guards thoroughly search packs and vehicles, questioning everything and everyone. 2 The guards force a line of travelers
it takes to help that person. 6 Believing themselves to be ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the guards behave when they arrive. Gate Interactions d8 Interaction 1 The guards thoroughly search packs and vehicles, questioning everything and everyone. 2 The guards force a line of travelers
it takes to help that person. 6 Believing themselves to be ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the guards behave when they arrive. Gate Interactions d8 Interaction
1 The guards thoroughly search packs and vehicles, questioning everything and everyone.
2 The guards force a line
ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how long it takes for the Flaming Fist to arrive, and roll on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Your Character’s Abilities Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think
and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Your Character’s Abilities Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think
and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be
Compendium
- Sources->Dungeons & Dragons->Monster Manual
small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that
patterns—markings distinct from those of their larger draconic cousins. Many magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures’ intellect and resistance to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that
patterns—markings distinct from those of their larger draconic cousins. Many magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures’ intellect and resistance to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Your Character’s Abilities Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think
and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be
Compendium
- Sources->Dungeons & Dragons->Monster Manual
small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that
patterns—markings distinct from those of their larger draconic cousins. Many magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures’ intellect and resistance to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3






