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Returning 35 results for 'beyond before dwell construct readily'.
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beyond before dwell construct reality
Monsters
Planescape: Adventures in the Multiverse
sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Mythic Odysseys of Theros
each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least
they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
points for each head regrown this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
Halfling
Legacy
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Species
Basic Rules (2014)
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on
Monsters
Mythic Odysseys of Theros
of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their
beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
Monsters
Tomb of Annihilation
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
Chult, where he also met his wife, Alisanda. The ring halts its wearer’s natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to
Monsters
Mythic Odysseys of Theros
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
often presage an age of menace for all civilization.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
Animate Objects
Legacy
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Spells
Basic Rules (2014)
12
+5 to hit, 2d6 + 1 damage
Large
50
10
14
10
+6 to hit, 2d10 + 2 damage
Huge
80
10
18
6
+8 to hit, 2d12 + 4 damage
An animated object is a construct with AC, hit points
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Human
Legacy
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Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
Species
Spelljammer: Adventures in Space
contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the
: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect.Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Species
Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves
Elf
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Species
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Monsters
Princes of the Apocalypse
round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6);{"diceNotation
mortal world to dwell near those points.
If Olhydra is destroyed or banished back to her home plane, the regional effects fade over the next 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid, Cold, PoisonLightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have
Warlock
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Classes
Basic Rules (2014)
, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a
Monsters
Fizban's Treasury of Dragons
alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon’s territory. But
call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
Monsters
Fizban's Treasury of Dragons
’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
Monsters
Princes of the Apocalypse
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points.
If Imix is destroyed or banished back to his home plane
Monsters
Eberron: Rising from the Last War
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
. Illmarrow is a fiefdom on the isle of Farlnen — home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow’s roots extend far beyond her
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
coffer is a heap of damp sand from which the ends of torches protrude.
Beyond the wooden door, the tunnel continues ten feet before opening into the quarry behind Albaeri Mellikho’s house. The damp
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
beyond the grave is enough to make them confess everything. In fact, any serious questioning or threat of harm earns the pair’s cooperation. The halflings readily share the following information: Sythian
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Monsters
Fizban's Treasury of Dragons
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Monsters
Fizban's Treasury of Dragons
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Smithy Characters who listen at the doors to this room hear loud hammering from beyond. The 30-foot-high room is warm and contains the following features: Fire Giant. In the middle of the room, a
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chapter 4: Destruction’s Light Xardorok Sunblight’s merciless construct slices through Ten-Towns with its radiant beam. Ten-Towns won’t survive the attack of Xardorok’s dragon without the characters
chasing after the dragon, they have a good chance of catching up to it before too many Ten-Towns settlements are lost. The point of this chapter, beyond pitting the characters against a formidable
Monsters
Fizban's Treasury of Dragons
track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cottage exudes a warm glow. Smiles come readily but last too long. Wildflowers grow from the carcasses of mutated lambs. The Mists deposit visitors to Tepest near Viktal, whose folk encourage
the characters view the villagers as victims or monsters? The following section, “Viktal and the Tithe,” explores how to draw characters into the village’s eerie traditions. Beyond Viktal, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Lizardfolk The lizardfolk of Khorvaire dwell in the region known as Q’barra. Most are part of a tribal alliance known as the Cold Sun Federation. Their civilization is ancient, but they are quite
primitive by the standards of the Five Nations and they’ve never sought to expand beyond Q’barra. Over the last thirty years humans have begun to settle Q’barra. Treaties have been established with the






