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Returning 35 results for 'blessings born diffusing current react'.
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Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
marriages, half-orcs are born. Some half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for
Gruumsh—lord of war and fury—created the first orcs, and even those orcs who turn away from his worship carry his blessings of might and endurance. The same is true of half-orcs. Some half
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Gaze of Corruption"}. The cultist targets one creature it can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Gaze of Corruption"}. The cultist targets one creature it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Gaze of Corruption"}. The cultist targets one creature it
Species
Eberron: Rising from the Last War
were born to rule it.
—Dalin d’Vadalis
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond
content; they’re more interested in discovering new monstrosities than engaging in politics. The current head of the house, Dalin d’Vadalis, disdains the use of a title and has no aspirations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge
Species
Mordenkainen Presents: Monsters of the Multiverse
scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
others were born to non-genasi parents who lived near a place suffused by a genie’s magic.
A typical genasi has a life span of 120 years.
Creating Your Character
At 1st level, you choose
Monsters
Quests from the Infinite Staircase
ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud
:
Downdraft. Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hulgaz first probes the characters to test their virtue, then tries to tempt them, and finally confronts them. At the end of each encounter, Hulgaz offers the characters one or more infernal blessings
the succubi interact with the characters depends on how the characters react to this situation: The Party Helps. If the party intervenes, the knight thanks the characters for their courage and offers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hulgaz first probes the characters to test their virtue, then tries to tempt them, and finally confronts them. At the end of each encounter, Hulgaz offers the characters one or more infernal blessings
the succubi interact with the characters depends on how the characters react to this situation: The Party Helps. If the party intervenes, the knight thanks the characters for their courage and offers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hulgaz first probes the characters to test their virtue, then tries to tempt them, and finally confronts them. At the end of each encounter, Hulgaz offers the characters one or more infernal blessings
the succubi interact with the characters depends on how the characters react to this situation: The Party Helps. If the party intervenes, the knight thanks the characters for their courage and offers
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
react to these unique tastes. Leadership Each Tletepec village is ruled by a rotating assembly, a group of five rulers led by an assembly chief. The chief is chosen through a series of trials that
, every village assembles a communal offering to the gods to request blessings, chief among them protection from disaster. The gathered offerings are carried by a caravan of walkers and wagons to a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
react to these unique tastes. Leadership Each Tletepec village is ruled by a rotating assembly, a group of five rulers led by an assembly chief. The chief is chosen through a series of trials that
, every village assembles a communal offering to the gods to request blessings, chief among them protection from disaster. The gathered offerings are carried by a caravan of walkers and wagons to a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
react to these unique tastes. Leadership Each Tletepec village is ruled by a rotating assembly, a group of five rulers led by an assembly chief. The chief is chosen through a series of trials that
, every village assembles a communal offering to the gods to request blessings, chief among them protection from disaster. The gathered offerings are carried by a caravan of walkers and wagons to a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Redcap A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or
get in a vicious swing of their weapon before the target can react. Redcaps’ desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Redcap A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified
a vicious swing of its weapon before the target can react. Steeped in Slaughter. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Redcap A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or
get in a vicious swing of their weapon before the target can react. Redcaps’ desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Redcap A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or
get in a vicious swing of their weapon before the target can react. Redcaps’ desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Redcap A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified
a vicious swing of its weapon before the target can react. Steeped in Slaughter. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
one trapped creature at random to accommodate the new prisoner. The Prisoners of the Mirror table lists the mirror’s current prisoners and summarizes how they react if set free or spoken to. Otherwise
creatures react to their liberation by turning on one another or running away, as follows: Lukanu and Zaal attack the gargoyle, destroying it in 4 rounds, and then help the characters deal with the






