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Returning 35 results for 'beneath branch diffusing connects race'.
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races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
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 creation
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
Monsters
Storm King's Thunder
that yakfolk are lazy—quite the contrary. They simply consider most menial tasks beneath them.
Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic
communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk’s most frightening
Monsters
Storm King's Thunder
laboring oneself. It’s not that yakfolk are lazy—quite the contrary. They simply consider most menial tasks beneath them.
Yakfolk have a drive for learning, particularly when it comes to the
parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Lava Tubes Area E1 in the Temple of Eternal Flame connects to the surface through a series of twisting, turning lava tubes that meander beneath the surface for more than a mile. The tubes join the
underground temple to Scarlet Moon Hall (see chapter 3). Numerous side tubes and old mining tunnels branch off into darkness from the main route, which is well lit by torches at periodic intervals.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Lava Tubes Area E1 in the Temple of Eternal Flame connects to the surface through a series of twisting, turning lava tubes that meander beneath the surface for more than a mile. The tubes join the
underground temple to Scarlet Moon Hall (see chapter 3). Numerous side tubes and old mining tunnels branch off into darkness from the main route, which is well lit by torches at periodic intervals.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Lava Tubes Area E1 in the Temple of Eternal Flame connects to the surface through a series of twisting, turning lava tubes that meander beneath the surface for more than a mile. The tubes join the
underground temple to Scarlet Moon Hall (see chapter 3). Numerous side tubes and old mining tunnels branch off into darkness from the main route, which is well lit by torches at periodic intervals.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
directions, lies in the weeds nearby. The characters can easily figure out how the top half of the signpost connects to the lower half. When the two parts of the sign are aligned and rejoined, the arms
between Vallaki (area N) and Krezk (area S), is generally level. About a quarter mile along the northeast branch, an arching stone bridge crosses the Luna River. The northwest branch of the crossroads
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
directions, lies in the weeds nearby. The characters can easily figure out how the top half of the signpost connects to the lower half. When the two parts of the sign are aligned and rejoined, the arms
between Vallaki (area N) and Krezk (area S), is generally level. About a quarter mile along the northeast branch, an arching stone bridge crosses the Luna River. The northwest branch of the crossroads
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
directions, lies in the weeds nearby. The characters can easily figure out how the top half of the signpost connects to the lower half. When the two parts of the sign are aligned and rejoined, the arms
between Vallaki (area N) and Krezk (area S), is generally level. About a quarter mile along the northeast branch, an arching stone bridge crosses the Luna River. The northwest branch of the crossroads
Half-Elf
Legacy
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races
Basic Rules (2014)
the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fact if they watch the pool for 10 to 15 minutes and make a successful DC 12 Intelligence (Nature) check. The passage connects to water south of the bullywugs’ huts outside the castle. Its total
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fact if they watch the pool for 10 to 15 minutes and make a successful DC 12 Intelligence (Nature) check. The passage connects to water south of the bullywugs’ huts outside the castle. Its total
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fact if they watch the pool for 10 to 15 minutes and make a successful DC 12 Intelligence (Nature) check. The passage connects to water south of the bullywugs’ huts outside the castle. Its total
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fact if they watch the pool for 10 to 15 minutes and make a successful DC 12 Intelligence (Nature) check. The passage connects to water south of the bullywugs’ huts outside the castle. Its total
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fact if they watch the pool for 10 to 15 minutes and make a successful DC 12 Intelligence (Nature) check. The passage connects to water south of the bullywugs’ huts outside the castle. Its total
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fact if they watch the pool for 10 to 15 minutes and make a successful DC 12 Intelligence (Nature) check. The passage connects to water south of the bullywugs’ huts outside the castle. Its total
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Understage, a network of caverns beneath the village. This underground “backstage” connects every structure in the village via tunnels and hosts elaborate elevators and special-effects devices. Incredibly
Emherst Upon the cave-threaded, wooded rise known as the Fox’s Theater stands the idyllic village of Emherst—and beneath it lies the true Emherst. On the surface, Emherst is an elaborate, immersive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Understage, a network of caverns beneath the village. This underground “backstage” connects every structure in the village via tunnels and hosts elaborate elevators and special-effects devices. Incredibly
Emherst Upon the cave-threaded, wooded rise known as the Fox’s Theater stands the idyllic village of Emherst—and beneath it lies the true Emherst. On the surface, Emherst is an elaborate, immersive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Understage, a network of caverns beneath the village. This underground “backstage” connects every structure in the village via tunnels and hosts elaborate elevators and special-effects devices. Incredibly
Emherst Upon the cave-threaded, wooded rise known as the Fox’s Theater stands the idyllic village of Emherst—and beneath it lies the true Emherst. On the surface, Emherst is an elaborate, immersive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
making the food look rotten.
Several doors open into the dining room, including a sliding door that connects this space and the music room (area 12). A sideboard is filled with cracked dishware and
sixty-six bent spoons. The art on the walls is worthless. Dinner Guest. A conspicuous, child-sized form is seated under a sheet covering one of the chairs. Beneath sits a ragged doll in a frilly red dress. A white patch covers a missing button eye.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
making the food look rotten.
Several doors open into the dining room, including a sliding door that connects this space and the music room (area 12). A sideboard is filled with cracked dishware and
sixty-six bent spoons. The art on the walls is worthless. Dinner Guest. A conspicuous, child-sized form is seated under a sheet covering one of the chairs. Beneath sits a ragged doll in a frilly red dress. A white patch covers a missing button eye.
Monsters
Fizban's Treasury of Dragons
defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city built in the caldera of a dormant volcano. The vaults fell into disuse
pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
Monsters
Fizban's Treasury of Dragons
(and more paranoid) dragons employing several layers of such defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city
to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
making the food look rotten.
Several doors open into the dining room, including a sliding door that connects this space and the music room (area 12). A sideboard is filled with cracked dishware and
sixty-six bent spoons. The art on the walls is worthless. Dinner Guest. A conspicuous, child-sized form is seated under a sheet covering one of the chairs. Beneath sits a ragged doll in a frilly red dress. A white patch covers a missing button eye.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Labyrinth Beneath the Sands of Sute lie generations of hidden tombs, built one atop the other and hidden by the sands of ages. Elaborated upon by the Dark Powers, these endless, entangled crypts
are known as the Labyrinth—a vast, dungeon-underworld that connects every tomb and monument in Har’Akir. The Children of Ankhtepot and their undead servants make use of hidden thoroughfares connecting
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Labyrinth Beneath the Sands of Sute lie generations of hidden tombs, built one atop the other and hidden by the sands of ages. Elaborated upon by the Dark Powers, these endless, entangled crypts
are known as the Labyrinth—a vast, dungeon-underworld that connects every tomb and monument in Har’Akir. The Children of Ankhtepot and their undead servants make use of hidden thoroughfares connecting
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Labyrinth Beneath the Sands of Sute lie generations of hidden tombs, built one atop the other and hidden by the sands of ages. Elaborated upon by the Dark Powers, these endless, entangled crypts
are known as the Labyrinth—a vast, dungeon-underworld that connects every tomb and monument in Har’Akir. The Children of Ankhtepot and their undead servants make use of hidden thoroughfares connecting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Under the Barn Door Stonky and his cult fanatics are in the process of evacuating the chambers beneath the tower, having set the Barn Door on a programmed countdown to launch. But their evacuation
has been delayed by an unforeseen complication: Stonky can’t find his ring of telekinesis and doesn’t know where he left it. It’s a race against time to find the ring before the four of them must go up
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Under the Barn Door Stonky and his cult fanatics are in the process of evacuating the chambers beneath the tower, having set the Barn Door on a programmed countdown to launch. But their evacuation
has been delayed by an unforeseen complication: Stonky can’t find his ring of telekinesis and doesn’t know where he left it. It’s a race against time to find the ring before the four of them must go up
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Under the Barn Door Stonky and his cult fanatics are in the process of evacuating the chambers beneath the tower, having set the Barn Door on a programmed countdown to launch. But their evacuation
has been delayed by an unforeseen complication: Stonky can’t find his ring of telekinesis and doesn’t know where he left it. It’s a race against time to find the ring before the four of them must go up
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls






