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Returning 35 results for 'blond before detect combine race'.
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Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Monsters
Storm King's Thunder
one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, Dragons of Autumn Twilight
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
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
Backgrounds
Tomb of Annihilation
original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a
greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But a few players — with the DM’s permission — want to go a step
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who — with the DM’s permission — want to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— even other elves — are subordinate to them in skill, significance, and sophistication. They claim the title of “high elves” with pride, and indeed their race is responsible for great, and sometimes
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the detect thoughts spell with it. Once you cast shield or detect thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Doppelganger I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can
use an action to do either of the following at will: I can innately cast detect thoughts, requiring no components. My spellcasting ability is Intelligence. The spell’s Wisdom save DC is 8 + my
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons. Rakshasas’ appearances combine humanlike bodies with the features of animals and monsters. All
throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlock of the Great Old One Warlock of the Great Old One
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
9(–1
innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Upwind, plumes of smoke billow up from the hillsides. Grass is catching fire at a furious rate, and the fire is moving quickly your way. Big creatures made of flame race over the ground, while small
shapes flit in the smoke.
The adventurers detect the fire when it is 500 feet away. It covers a front of about 200 feet. At the start of each round, the fire advances 2d6 × 10 feet. Smoke renders the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you
spells when you cast them with this trait (choose when you select this race). Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Master Sage Medium humanoid (any race)
Armor Class 10 (13 with mage armor)
Hit Points 54 (12d8)
Speed 30 ft.
STR
8 (-1)
DEX
10 (+0)
CON
10 (+0)
INT
20 (+5
attacks):
At will: light, mage hand, mending, prestidigitation
3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenser’s floating disk, unseen servant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi. Death Slaad
Medium aberration (shapechanger
save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
which jets of flame will erupt, or otherwise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
experiments without interference. Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, wood elves, and dark elves, though there is little physical difference among the three subraces here. Elves share the traits described in the Player’s Handbook for their race and subrace. High Elves
. The high elves of Ravnica have been subsumed into the Simic Combine and have lost their original tribal name. They are more slender than other elves, and they tend to have angular features and pale skin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11
Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
as Tormentor of the Wojek, as a way of mocking their intended victims. Blood Witch
Medium humanoid (any race), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
this section). In addition to the eggs, characters find a 1d4 − 1 man-shaped cocoons containing the exsanguinated corpses of escaped slaves (of any race). Gricks Drow nobles unleash these creatures in
lair in the cap of a giant mushroom, fluttering out to attack when they detect light or motion within 20 feet of their roost. Violet Fungi These fungi extrude their branches and attack when the characters pass between them.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
have wronged them. Efreet don’t see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. Spiteful Enslavers
spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
god. Each cube weighs half a pound. A detect magic spell or similar effect reveals an aura of abjuration magic around each cube. The puzzle cubes can’t be destroyed by any means. If they’re discarded
). Characters can also discover the shrines on their own or learn about them from Orvex Ocrammas (area 2). Race for the Puzzle Cubes The characters need not explore all nine shrines. The Red Wizards find at
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
represents a typical member of the rank and file, though weaponry and armor can vary.
Soldier
Medium humanoid (any race), any alignment
Armor Class 18 (chain mail, shield)
Hit Points 16 (3d8
, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; the Disciples of Saint Sollars the Twice-Martyred reside in the Monastery of the Yellow Rose near Damara. The monasteries of Eberron combine the study of martial arts with a life of scholarship. Most
fanatic zeal not from devotion to a god but from dedication to the principles of their nation and their race—the belief that the Suel strand of humanity are meant to rule the world.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are
components:
At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental






