Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beyond before defusing contrast regarded'.
Other Suggestions:
beyond before defying contact regarded
beyond before defusing contact regards
Monsters
Bigby Presents: Glory of the Giants
regarded as an avatar of their fearsome god.
A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack it from beyond its reach or to escape through a small
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.
Half-Elf Names
Half-elves use either human or elven
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Monstrous Adventurers In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Monstrous Adventurers In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Monstrous Adventurers In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.&rdquo
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Elemental Evil Player's Companion
beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blackgate The jackalweres live in the northern neighborhood of Blackgate, not far from the Wide. This district is part of the Outer City, a sprawl of settlements that stretch beyond the city’s actual
walls. The Outer City is home to Baldur’s Gate’s poorer inhabitants, who live in ramshackle huts and flimsy tents—a stark contrast to the opulence of the Upper City. Merchants with wares too meager
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blackgate The jackalweres live in the northern neighborhood of Blackgate, not far from the Wide. This district is part of the Outer City, a sprawl of settlements that stretch beyond the city’s actual
walls. The Outer City is home to Baldur’s Gate’s poorer inhabitants, who live in ramshackle huts and flimsy tents—a stark contrast to the opulence of the Upper City. Merchants with wares too meager
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blackgate The jackalweres live in the northern neighborhood of Blackgate, not far from the Wide. This district is part of the Outer City, a sprawl of settlements that stretch beyond the city’s actual
walls. The Outer City is home to Baldur’s Gate’s poorer inhabitants, who live in ramshackle huts and flimsy tents—a stark contrast to the opulence of the Upper City. Merchants with wares too meager
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 39 (6d8 + 12
hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 39 (6d8 + 12
hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Halflings Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes — if they think of them at all — as clever and shy. Halflings, in contrast, have the reputation of
common sense, and tales about halflings abound with lucky breaks and narrow escapes. Beyond these typical elements of the halfling character, halflings can be divided into two major subraces. Many
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Halflings Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes — if they think of them at all — as clever and shy. Halflings, in contrast, have the reputation of
common sense, and tales about halflings abound with lucky breaks and narrow escapes. Beyond these typical elements of the halfling character, halflings can be divided into two major subraces. Many
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 39 (6d8 + 12
hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Halflings Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes — if they think of them at all — as clever and shy. Halflings, in contrast, have the reputation of
common sense, and tales about halflings abound with lucky breaks and narrow escapes. Beyond these typical elements of the halfling character, halflings can be divided into two major subraces. Many
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Conflagration, howling winds from the Plane of Air mix with the cinder storms and lava of the Sea of Fire. This plane is an endless storm of flames, smoke, and ash. The thick ash obscures sight beyond a
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Conflagration, howling winds from the Plane of Air mix with the cinder storms and lava of the Sea of Fire. This plane is an endless storm of flames, smoke, and ash. The thick ash obscures sight beyond a
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Conflagration, howling winds from the Plane of Air mix with the cinder storms and lava of the Sea of Fire. This plane is an endless storm of flames, smoke, and ash. The thick ash obscures sight beyond a
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Beyond the magnificence of Sharn, Breland hosts a vast spectrum of other wonders. Argonth The floating fortress of Breland, Argonth is one of the marvels of the Last War. The product
before some incident led you to become an adventurer. Black Pit A massive chasm in the Blackcap Mountains, the Black Pit is over a mile across and descends beyond the limits of sight. It’s said to be an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Beyond the magnificence of Sharn, Breland hosts a vast spectrum of other wonders. Argonth The floating fortress of Breland, Argonth is one of the marvels of the Last War. The product
before some incident led you to become an adventurer. Black Pit A massive chasm in the Blackcap Mountains, the Black Pit is over a mile across and descends beyond the limits of sight. It’s said to be an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Beyond the magnificence of Sharn, Breland hosts a vast spectrum of other wonders. Argonth The floating fortress of Breland, Argonth is one of the marvels of the Last War. The product
before some incident led you to become an adventurer. Black Pit A massive chasm in the Blackcap Mountains, the Black Pit is over a mile across and descends beyond the limits of sight. It’s said to be an
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
the road” for travelers venturing south from Meletis. The rugged lands beyond are rocky and scattered with forgotten ruins. Sitrium. This coastal town is known for the way many of its buildings are on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
the road” for travelers venturing south from Meletis. The rugged lands beyond are rocky and scattered with forgotten ruins. Sitrium. This coastal town is known for the way many of its buildings are on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
the road” for travelers venturing south from Meletis. The rugged lands beyond are rocky and scattered with forgotten ruins. Sitrium. This coastal town is known for the way many of its buildings are on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mollusks. In stark contrast to other sites along the coast, no seabirds can be seen near the island.
As reported by the scouts, a long stone causeway leads southward from the marshy coastline, crossing
the entire span just above the waterline. By looking south from the coast, you can see that it ends at a ledge with a set of large stone doors just beyond.
Allow the characters to plan and execute