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Returning 35 results for 'beneath branches diffusing clanging races'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth
beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures and admixtures. Though other
Monsters
Princes of the Apocalypse
touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
beneath the open sky have a five percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Thunderstorm Chance"} chance of being struck by lightning. A creature struck by lightning must make a
Elf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the
hunt for vengeance can become a full-blown clan feud.
Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder
Triton
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin
extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
and weapons among the Underdark races. Those who do business here refer to Gracklstugh as “the City of Blades.” As merciless as it can be, Gracklstugh is a major bastion of civilization in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
and weapons among the Underdark races. Those who do business here refer to Gracklstugh as “the City of Blades.” As merciless as it can be, Gracklstugh is a major bastion of civilization in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
and weapons among the Underdark races. Those who do business here refer to Gracklstugh as “the City of Blades.” As merciless as it can be, Gracklstugh is a major bastion of civilization in the
Gnome
Legacy
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races
Basic Rules (2014)
. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
know that most races don’t share their sense of humor, but they enjoy anyone’s company just as they enjoy everything else they set out to do.
Subrace
Choose one of the subraces below
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
races have little good to say about kobolds, but they do admit that the little reptilians do respectable tunnel work using simple tools. If a band of kobolds is enslaved by more powerful creatures
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chute opens in floor 15–16 Clanging noise attracts nearby monsters 17–19 Touching an object triggers a disintegrate spell 20–23 Door or other object is coated with contact poison 24–27 Fire shoots out
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chute opens in floor 15–16 Clanging noise attracts nearby monsters 17–19 Touching an object triggers a disintegrate spell 20–23 Door or other object is coated with contact poison 24–27 Fire shoots out
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chute opens in floor 15–16 Clanging noise attracts nearby monsters 17–19 Touching an object triggers a disintegrate spell 20–23 Door or other object is coated with contact poison 24–27 Fire shoots out
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Cogs The Cogs lie deep below Sharn, below the sewers and even beyond the Depths. Incorporating natural tunnels and ancient goblin ruins. Streams of Fernian lava flow beneath Sharn, and over the
miserable workers of other races. It’s said that House Cannith maintains a massive forgehold in the depths, and that this is where Baron Merrix d’Cannith conducts his arcane experiments. In addition, The Red
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cogs The Cogs lie deep beneath Sharn, below the sewers and Old Sharn (described later in this chapter). Streams of Fernian lava flow through this area, and over the centuries, House Cannith has
helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cogs The Cogs lie deep beneath Sharn, below the sewers and Old Sharn (described later in this chapter). Streams of Fernian lava flow through this area, and over the centuries, House Cannith has
helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Cogs The Cogs lie deep below Sharn, below the sewers and even beyond the Depths. Incorporating natural tunnels and ancient goblin ruins. Streams of Fernian lava flow beneath Sharn, and over the
miserable workers of other races. It’s said that House Cannith maintains a massive forgehold in the depths, and that this is where Baron Merrix d’Cannith conducts his arcane experiments. In addition, The Red
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cogs The Cogs lie deep beneath Sharn, below the sewers and Old Sharn (described later in this chapter). Streams of Fernian lava flow through this area, and over the centuries, House Cannith has
helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hands, read the following description: The scent of the swamp takes on the sweet stink of rotting flesh. Trees with drooping limbs stand amid the river, their branches like hundreds of gray hands and
flesh and drip crimson sap. The trees are harmless, but many travelers find the long, finger-like leaves gliding over them as they pass beneath more than a little disconcerting. The swamp forests of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Cogs The Cogs lie deep below Sharn, below the sewers and even beyond the Depths. Incorporating natural tunnels and ancient goblin ruins. Streams of Fernian lava flow beneath Sharn, and over the
miserable workers of other races. It’s said that House Cannith maintains a massive forgehold in the depths, and that this is where Baron Merrix d’Cannith conducts his arcane experiments. In addition, The Red






