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Returning 35 results for 'both before desert carry refer'.
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monsters
whips around a feline face, revealing piercing blue eyes that can freeze foes with a single glance. Compared to its desert-dwelling cousins, this sphinx is far less likely to be defeated with reason or
habitats, such as ice-covered mountains or arctic plains. It has wide paws to stop it sinking into soft snow and thick fur to ward out the cold. The sphinx’s muscular wings carry the same
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.A Quintessent’s Lair
A storm giant quintessent has no need for castles or dungeon
desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment.
Lair Actions
A storm giant quintessent can use lair actions
races
Player’s Handbook
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Xen’drik.
High Elves
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For
Monsters
Storm King's Thunder
face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which its followers carry out by capturing Humanoids and putting them to death by fire (immolation), earth (live burial
mountain valleys, soaring plateaus, and desert oases. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster
Monsters
Storm King's Thunder
a male Yikaria, but its face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which its followers carry out by capturing Humanoids and putting them to death by fire
’s abuse, including mountain valleys, soaring plateaus, and desert oases. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia
Backgrounds
Sword Coast Adventurer's Guide
to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn’t your true ethnicity, because that’s the blanket term
about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerû
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives of the Material Plane
, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy.
Those living on the frontier, though, have a much harder
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Adventures Here are sample adventure hooks to bring characters to the Singing Sands or to give them missions to pursue there. Desert Dreams Goliath giant-kin escort a nervous stone
along a fertile river in the desert are attacked by purple worms made of crystalline sand. Tales told by the locals lead to the Singing Sands, where hostile creatures from the Megafauna World
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than most, but still braved by travelers who hope to profit from its exotic goods and strange magics. Like Kara-Tur, Zakhara seems a world away to Faerûnians. It is thought of as a vast desert, sprinkled
their magic with the aid of genies and, it is said, might carry the lineage of these elemental beings in their blood.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
tampering with the crate in any way. Obey Mirt’s orders to the letter. If the characters carry the crate to Mirt’s room, proceed to part 3. The guards at the Bridge quarters nonchalantly wave them past
bears a large label that reads “For Mirt.” It weighs roughly 100 pounds. One strong character can carry it awkwardly, or two characters can carry it easily. Unknown to anyone at the academy, the crate
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Bedine The Bedine are a group of disparate nomadic tribes that interact with one another in the desert of Anauroch. Bedine tribes differ in how friendly or hostile they are to outsiders. But all
Bedine obey a code of hospitality and honor, and they provide shelter, food (goat cheese and dates), and drink (strong tea or water) to anyone who visits the desert unless the visitors prove unworthy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high by 2 feet wide. Grumink and his team have been hard at work, trying to dig through the stone behind the altar. If Grumink is unaware of the characters, refer to the “Dwarves at Work” section
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
poison children to carry out a threat against their parents, or turn one person into a broodguard in order to show her family the consequence of resistance. They might refrain from provoking others
can more easily pronounce the name in this altered form. An adopted name of this sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Desert. Learning that it longed for its old home, Fheralai kidnapped a local bard, Tarbin Tul, and forced him to regale the ship with songs from its lost homeland. The ruse worked. As long as Tarbin
sings to it regularly, the soul of the ship remains willing to carry out Fheralai’s commands. Since then, the storm lord has kept the dreadnaught beached on the rocks as a staging post for her upcoming invasion of the Sword Coast.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
traffic, starts leading caravans away from safe water sources and stranding them in the desert.
Connected Creatures Brass dragons seek out the company of other creatures that can carry on an
uncovers part of a brass dragon’s hoard, and various people and creatures carry off parts of it. The dragon wants every scattered coin and trinket back.
8 A brass dragon, tired of the increasing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Roc Avian of Unbelievable Size Habitat: Arctic, Coastal, Desert, Hill, Mountain; Treasure: Any Alejandro Pacheco Birds of prey of fantastic scale, rocs hunt over vast territories and can snatch
whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles. Rocs nest amid remote heights. Their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Barovians refer to him as “the devil Strahd.” Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana. (The Vistani don’t know what happened to her
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in the Plane of Fire is comparable to a hot desert on the Material Plane, and poses a similar threat to travelers (see “Extreme Heat” in chapter 5, “Adventure Environments”). The deeper one goes into
the plane, the rarer water becomes. Beyond a point, the plane holds no sources of water, so travelers must carry their own supplies or produce water by magic. The Plane of Fire is dominated by the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a hot desert on the Material Plane and poses a similar threat to travelers (see “Environmental Effects” in chapter 3). Sources of water are rare, so travelers must carry their own supplies or produce
. Roving bands of salamanders battle each other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations. City of Brass Perhaps the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
in area 2. They know certain command words that magically compel the hulks’ obedience. The handlers carry long hooked poles to prod the hulks, and which are also enchanted to magically open and close
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to carry the buckets outside and dispose of the waste. R15. Hexagon This corridor allows guards and visitors to access the outermost rooms of the prison while avoiding the panopticon (area R16) and
its prison cells (area R17). The guards refer to this corridor as the hexagon because of its shape. R16. Panopticon The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit at night.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
survivability depend on the training and expertise of their mentor, a retainer’s proficiency bonus is equal to their mentor’s proficiency bonus. Some of a retainer’s statistics refer to their
attack at 7th level (as noted in their stat block), allowing them to make two signature attacks per round instead of one. Gear When a retainer joins the party, they typically carry clothes appropriate
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
single glance. Compared to its desert-dwelling cousins, this sphinx is far less likely to be defeated with reason or logic. Although a snow sphinx can speak, it generally greets its prey with claws and
it sinking into soft snow and thick fur to ward out the cold. The sphinx’s muscular wings carry the same spotted markings as its fur; they are strong enough to withstand the bitter winds that whistle
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
form of a male Yikaria, but its face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which its followers carry out by capturing Humanoids and putting them to death by fire
mountain valleys, soaring plateaus, and desert oases. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou
the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stand on a platform at the top of the stairs, flanking the pyramid’s arched entrance, which is capped by a stone awning. The figures carry curved swords and are dressed in light, airy attire suited to
the desert heat. Each also holds a torch.
Two siblings, Atfez and Pachi (neutral good, human bandit captains), stand guard outside the pyramid’s entrance, keeping watch for creatures that might
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
appendix C) and doesn’t carry a longbow. He has the Spellcasting feature described below. He has a challenge rating of 4 (1,100 XP). Spellcasting. Withers is a 9th-level spellcaster. His spellcasting
flesh out the journals further, refer to the “History of Omu” section in chapter 3 and “History of the Tomb” earlier in this chapter. Treasure Withers has enough equipment on his desk to assemble a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the Inverse are dark unless otherwise noted. Locals carry their own light sources as necessary. Seeds of Chaos The residents of the Inverse are largely freethinkers and anarchists, with a smattering
chambers at the edge of the Inverse (depicted on map 5.1). It takes 30 minutes to find the lair if the characters know the way. Refer to the “Finding Beltha” section if the characters don’t know where to go
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Dark-skinned and dark-haired, the Bedine were warriors and nomads in southern Anauroch. Once divided into over a hundred tribes, the clannish Bedine mostly kept to their desert lands and interacted
revere the moon goddess. Gur communities live a nomadic existence wandering the Western Heartlands, leading others to refer to them as “the people of the highway.” Gur Names: (Male) Boriv, Gardar
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. First, they are the cult’s laborers and porters. Lizardfolk did most of the heavy work while clearing debris from the castle, and they carry most of the treasure from the work camp to the castle on
their backs and in their canoes. Second, they tend the giant lizards that are used to drag or carry especially heavy loads through the mere. Third, they do most of the hunting, fishing, and gathering
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk perform five functions. First, they are the cult’s laborers and porters. Lizardfolk did most of the heavy work while clearing debris from the castle, and they carry most of the treasure from the
work camp to the castle on their backs and in their canoes. Second, they tend the giant lizards that are used to drag or carry especially heavy loads through the mere. Third, they do most of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of Fortune, hidden in the foothills of the Greypeak Mountains near the desert of Anauroch. Though dusk is upon you, even in the fading light, you can see that the town was never very big to begin with
. (See the next section for more information.) Their clothing and armor is filthy, and they carry only their weapons and one extra bottle of fermented river water. The glowing green liquid has no benefit






