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Returning 35 results for 'both before danger carries race'.
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Species
Eberron: Rising from the Last War
the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
House Deneith
Leader: Breven d’Deneith
Headquarters: Sentinel Tower (Karrlakton, Karrnath)
House Deneith was
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dual Shields. The giant carries two shields, which together give the giant +3 to its AC (accounted for above).Multiattack. The giant makes two Fireshield or Rock attacks.
Fireshield. Melee Weapon
their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker
Shapechange
Legacy
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Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
, if he thinks he’s in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd’s domain.
Rictavio’s Traits
Ideal. “Evil
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
exploring is part of a plan to find the secret of everlasting life. (Any)
6
Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6
Bond
Bugbear
Legacy
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2B. Gnoll Hunters The rest of the gnoll hunters race through these caverns in search of the hook horrors. Unless they are drawn elsewhere, four gnolls and a gnoll pack lord are here. Treasure The gnoll pack lord carries two bloodstones worth 50 gp each and a brown tourmaline worth 100 gp.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marshal
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Things to Do in Dura Dura is a quarter of extremes, from the nearly idyllic atmosphere of Upper Dura, down to the danger of Lower Dura. Among its attractions and diversions are these: Gamble. Legal
? Lower Dura is the nexus for criminal activities in Sharn. Talk about the race. The inhabitants of Dura are devoted to the Race of Eight Winds and are always willing to discuss the latest news. Suffer a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful 6 A bitter officer who carries deep grudges against your nation’s enemies in the Last War and leaps at
haze of intoxication 3 A grim officer who expects the Last War to reignite at any moment and intends to be ready 4 A cheerful officer with a dark sense of humor who merrily sends you into grave danger 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragonbait Dragonbait is a champion of good and a saurial — a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no
bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry). Dragonbait stands 4 feet 10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
leave, assume the cultists’ effort to destroy a town in “Reckless Hate” causes great damage without the characters on hand to stop it. When “Race to Destruction” is triggered, the characters receive a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
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
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0
, slow*
4th level (3 slots): polymorph,* stoneskin
5th level (1 slot): telekinesis*
*Transmutation spell of 1st level or higher
Transmuter’s Stone. The transmuter carries a magic stone it crafted
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and tunnels where sound carries, eyes darting furtively, looking for signs of danger.
Despite their harsh outlook, svirfneblin are still gnomes, and many are as benevolent and joyful as their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the
XP) Proficiency Bonus +5
Dual Shields. The giant carries two shields, which together give the giant +3 to its AC (accounted for above).
Actions
Multiattack. The giant makes two Fireshield or Rock
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hospitality toward other Khoravar. You aren’t expected to put yourself in danger for a stranger, but when possible, half-elves do what they can to help other Khoravar and to share information. Khoravar
. House Medani holds the Mark of Detection, and offers services related to investigation, threat assessment, and security. House Lyrandar carries the Mark of Storms. Lyrandar has long dominated the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Duergar Spy Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar named Ghared is a force to be reckoned with inside Khundrukar (The Forge of Fury
Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
activities. The Boromars are pressuring Lian to crack down on Daask, but he has no desire to put his officers in danger unnecessarily. Commander Belew Yorgan is a male dwarf who leads the Sword Point
efforts to keep her from getting entangled in the criminal underworld, her actions have won her no friends among Sharn’s crime lords, and her life could be in danger despite her parentage. Lady Warden
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
steer them away from danger, in which case roll two d20s and take the lower result. Maze Encounters d20 Encounter 1–10 No encounter 11–12 Corpse 13–14 Gnawed bones 15–17 2d4 gnolls 18–20 1d6
attack any other creatures they happen upon. Treasure. The first time the characters fight the minotaurs, one of them carries 32 ep and 22 cp in a pouch made from a human face with the eyes and mouth
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of the person he has become. Gwendolyn carries no weapons with her for the wedding. Gwendolyn’s secret revolves around wanting to prove that she believes that Tannus has truly changed, but that she
violent ways. Tannus carries no weapons with him for the wedding. Tannus’s secret involves wanting to prove himself to Gwendolyn. He must abstain from violence all day long, no matter what happens
Kobold
Legacy
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Species
Volo's Guide to Monsters
dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
discovers a homestead. Roll a d6 to determine the race of the people there: 1–3, Tethyrian human; 4, Illuskan human; 5–6, halfling. A homestead consists of 1d6 adult commoners and 1d6 − 1 noncombatant
children. Residents might provide friendly adventurers with food and shelter. Keelboat. A river trader’s keelboat carries 1d4 + 4 commoners (the sailors), 1d4 guards, and a captain (a spy). They are
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Freeing Miken If the characters leave the ship and race toward the cadet quarters, they hear sounds of musket fire as they get closer to Miken’s quarters. (See the inset map in the Spelljammer
baby. He neither helps nor harms the characters. Never Fear, Wizpop Is Here! If the characters are in danger of being defeated by the githyanki, help comes from an unlikely source. The dormitory near
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treasures of every living race — and a number of
, heedless or unknowing of the danger, unlock a ruin or a tomb and release an ancient evil into the world? Most of the people who populate the continent have little or no knowledge of lands outside Faerûn
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
paraphrase the following text: An aged human wearing a tattered cloak approaches. His skin is crisscrossed with scars, and he carries himself with confidence. In a deep voice, the man rumbles, “They say
Fellik on his way out of the city. If pressed, Valder explains that he refuses to leave Curst, as he fears the Mercykillers are still hunting for him and he doesn’t want to put Fellik in danger by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
for everyone at the table. If your character laughs in the face of every danger, they undermine the adventure’s threats and its broader atmosphere. When creating and playing your character, consider
originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragonmarked families produce a child, and for this reason such unions are absolutely forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline
carries it might have severely burned or even killed a loved one. Imagine having the power to cast charm person but being unable to control it and having people you care about suddenly becoming slavishly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For
class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carries a horn that it can blow (as an action) to summon reinforcements. The first wave of reinforcements arrives in 1d4 + 4 rounds and consists of another 2d4 drow elite warriors. The second wave
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with the symbol of the Zhentarim: a black winged serpent. He also carries a pouch that holds 4 pp, 13 gp, five 100 gp gemstones that he willingly trades for Kella’s life, and a potion of
invulnerability. Each of the other mercenaries carries a pouch that holds 2d10 gp. Ear Seekers The wood elves of the Ardeep Forest are at war with a neighboring tribe of orcs called the Ear Seekers (so named
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 1: What Is Eberron? In an ancient ruin beneath the Demon Wastes, a band of heroes race to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll unleash an army
could shape the future. These ancient mysteries can be a source of fantastic adventures and terrible danger. If it exists in D&D, it has a place in Eberron… But it may not be the place you’re used to






