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Returning 35 results for 'beyond both devour connects rules'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control
their hunger and violent urges. Eventually, they fight among themselves.
The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring
Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
races
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
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase
races
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
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Monsters
Quests from the Infinite Staircase
eye and an indestructible horn, Zargon corrupts creatures it doesn’t devour, transforming its victims into amorphous servants.
No one knows Zargon’s true origin. The creature was one of
another plane—or another reality entirely.
When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane’s earlier inhabitants, but Zargon proved beyond even
races
Mutations table for ideas, or create your own. These secondary mutations are disturbing, but they don’t change the rules of how that character is played or grant mechanical benefits. For example
they show images or words, or are they incomprehensible?
6
Ageless. The passage of time affects your appearance differently than others. Do you appear old beyond your years, or look surprisingly
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hereditary Renier estate. From here, Jacqueline Renier rules Richemulot. She holds audience from her parlors and public courtrooms, but her private residence is sacrosanct, and few outside her family ever
visit it. Unknown to all but the Renier family and their staunchest allies, Chateau Delanuit stands above the inscrutable Inverted Court, a downward-spilling palace that connects to the vast sewer
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hereditary Renier estate. From here, Jacqueline Renier rules Richemulot. She holds audience from her parlors and public courtrooms, but her private residence is sacrosanct, and few outside her family ever
visit it. Unknown to all but the Renier family and their staunchest allies, Chateau Delanuit stands above the inscrutable Inverted Court, a downward-spilling palace that connects to the vast sewer
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hereditary Renier estate. From here, Jacqueline Renier rules Richemulot. She holds audience from her parlors and public courtrooms, but her private residence is sacrosanct, and few outside her family ever
visit it. Unknown to all but the Renier family and their staunchest allies, Chateau Delanuit stands above the inscrutable Inverted Court, a downward-spilling palace that connects to the vast sewer
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
, sepulchral darkness. The hall connects areas X1 and X4. There are no guards in the rooms behind the arrow slits (areas X2a and X2b).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
, sepulchral darkness. The hall connects areas X1 and X4. There are no guards in the rooms behind the arrow slits (areas X2a and X2b).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
this glimmering vastness, while others navigate the magical cosmos in spelljamming vessels. Ethereal Plane. This ghostly realm connects the Material Plane and the Inner Planes. The region where the
Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
, sepulchral darkness. The hall connects areas X1 and X4. There are no guards in the rooms behind the arrow slits (areas X2a and X2b).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
this glimmering vastness, while others navigate the magical cosmos in spelljamming vessels. Ethereal Plane. This ghostly realm connects the Material Plane and the Inner Planes. The region where the
Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
this glimmering vastness, while others navigate the magical cosmos in spelljamming vessels. Ethereal Plane. This ghostly realm connects the Material Plane and the Inner Planes. The region where the
Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
beyond the range of the characters’ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
beyond the range of the characters’ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
classes
Basic Rules (2014)
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
beyond the range of the characters’ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Social Interaction The keep offers ample opportunities for characters to socialize with its inhabitants. All NPCs in the keep are initially Indifferent toward the characters. For more about NPC attitudes, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
If You’re the Dungeon Master Follow these steps if you’re the DM: Review the D&D Beyond Basic Rules. Familiarize yourself with the D&D Beyond Basic Rules and its organization. You don’t need to
with sidebars that help you run the adventure. Now you’re ready to play D&D! Play On D&D Beyond
Bring your adventure to life with the Maps VTT, the official virtual tabletop for Dungeons & Dragons
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Ochre Jelly Ochre jellies are yellowish blobs that can slip through narrow cracks in pursuit of creatures to devour. Their digestive enzymes dissolve flesh quickly but have no effect on other
, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 2 (450 XP)
Amorphous. The jelly can move through a space as narrow as 1 inch wide
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ochre Jelly Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies
)
CHA
1 (−5)
Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Ochre Jelly Ochre jellies are yellowish blobs that can slip through narrow cracks in pursuit of creatures to devour. Their digestive enzymes dissolve flesh quickly but have no effect on other
, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 2 (450 XP)
Amorphous. The jelly can move through a space as narrow as 1 inch wide
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Social Interaction The keep offers ample opportunities for characters to socialize with its inhabitants. All NPCs in the keep are initially Indifferent toward the characters. For more about NPC attitudes, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Social Interaction The keep offers ample opportunities for characters to socialize with its inhabitants. All NPCs in the keep are initially Indifferent toward the characters. For more about NPC attitudes, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Nabassu The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack — even if that other creature is a demon
, including another nabassu. Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Nabassu The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack — even if that other creature is a demon
, including another nabassu. Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.