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Returning 35 results for 'blessings beast diffusing cavities rock'.
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Cloud Giant Smiling One
Legacy
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Monsters
Volo's Guide to Monsters
attack roll.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage. The attack deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Rock"} damage if the giant
Species
Spelljammer: Adventures in Space
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating Your Character
When
Orc
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict
to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict
to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict
to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
offered to diggers. For reasons no one could comprehend, Landgrave chose to excavate down through the solid rock beneath a small islet a mile or so west of the Styes. The work went well at the start
the dig site to confer blessings on his work. As Landgrave’s luck would have it, on the night the temple was to be consecrated, a violent earthquake struck the islet, which sank into the sea and took
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three.
Give the
, the characters must fill the cavities with all nine puzzle cubes retrieved from the shrines of Omu (see chapter 3), but in the proper configuration. The cubes representing the trickster gods must be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
offered to diggers. For reasons no one could comprehend, Landgrave chose to excavate down through the solid rock beneath a small islet a mile or so west of the Styes. The work went well at the start
the dig site to confer blessings on his work. As Landgrave’s luck would have it, on the night the temple was to be consecrated, a violent earthquake struck the islet, which sank into the sea and took
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three.
Give the
, the characters must fill the cavities with all nine puzzle cubes retrieved from the shrines of Omu (see chapter 3), but in the proper configuration. The cubes representing the trickster gods must be
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
offered to diggers. For reasons no one could comprehend, Landgrave chose to excavate down through the solid rock beneath a small islet a mile or so west of the Styes. The work went well at the start
the dig site to confer blessings on his work. As Landgrave’s luck would have it, on the night the temple was to be consecrated, a violent earthquake struck the islet, which sank into the sea and took
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three.
Give the
, the characters must fill the cavities with all nine puzzle cubes retrieved from the shrines of Omu (see chapter 3), but in the proper configuration. The cubes representing the trickster gods must be
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
, creating one or more of the following effects in and around the gate-town: Awakened Beasts. Beasts in Faunel are more intelligent than their worldly counterparts. At the DM’s discretion, any given Beast
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
racing team.
5 Assassinate a person watching a competition before the final match ends.
6 Save a wrestler from a planned murder in the arena.
7 Capture a beast that has escaped from
competitions stand here to receive medals, wreaths, rewards, the blessings of priests, and the praise of the crowd. Outside the arena and beneath the seats are open areas and alcoves where vendors
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
public speech.
9 Debate a well-loved politician or philosopher and convince the audience to take your side.
10 Recapture an escaped beast that was up for sale.
11 Stop a public
feast. On holy days, priests invite people to wash their feet in the fountain and receive blessings from the gods. Map 4.2: Agora View Player Version Agora Villains An agora villain could be almost
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
, creating one or more of the following effects in and around the gate-town: Awakened Beasts. Beasts in Faunel are more intelligent than their worldly counterparts. At the DM’s discretion, any given Beast
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
, creating one or more of the following effects in and around the gate-town: Awakened Beasts. Beasts in Faunel are more intelligent than their worldly counterparts. At the DM’s discretion, any given Beast
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
public speech.
9 Debate a well-loved politician or philosopher and convince the audience to take your side.
10 Recapture an escaped beast that was up for sale.
11 Stop a public
feast. On holy days, priests invite people to wash their feet in the fountain and receive blessings from the gods. Map 4.2: Agora View Player Version Agora Villains An agora villain could be almost
Kobold
Legacy
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Learn More
Species
Volo's Guide to Monsters
roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
racing team.
5 Assassinate a person watching a competition before the final match ends.
6 Save a wrestler from a planned murder in the arena.
7 Capture a beast that has escaped from
competitions stand here to receive medals, wreaths, rewards, the blessings of priests, and the praise of the crowd. Outside the arena and beneath the seats are open areas and alcoves where vendors
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
racing team.
5 Assassinate a person watching a competition before the final match ends.
6 Save a wrestler from a planned murder in the arena.
7 Capture a beast that has escaped from
competitions stand here to receive medals, wreaths, rewards, the blessings of priests, and the praise of the crowd. Outside the arena and beneath the seats are open areas and alcoves where vendors
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
public speech.
9 Debate a well-loved politician or philosopher and convince the audience to take your side.
10 Recapture an escaped beast that was up for sale.
11 Stop a public
feast. On holy days, priests invite people to wash their feet in the fountain and receive blessings from the gods. Map 4.2: Agora View Player Version Agora Villains An agora villain could be almost






