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Returning 35 results for 'branch beast diffusing calling rebels'.
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branch beast diffusing calling robes
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
pulled 5 feet toward the ogre.
Spellcasting. The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast
nearby settlements, an ogre chitterlord often leads the way, calling rats from the alleys and sewers to harry townsfolk from within the city while the ogres lay siege to the outer walls. Should their
races
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the “Akharin Sangar Gazetteer” section at the end of the adventure). If asked about the purple worm, Artavazda tells the characters such creatures are rare, calling the attack “a calamity incited by
assistance. Too often, rebels and Brightguard members are harmed during altercations. Artavazda wants those who oppose Atash’s rule to have the opportunity to learn the error of their ways peaceably
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the “Akharin Sangar Gazetteer” section at the end of the adventure). If asked about the purple worm, Artavazda tells the characters such creatures are rare, calling the attack “a calamity incited by
assistance. Too often, rebels and Brightguard members are harmed during altercations. Artavazda wants those who oppose Atash’s rule to have the opportunity to learn the error of their ways peaceably
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the “Akharin Sangar Gazetteer” section at the end of the adventure). If asked about the purple worm, Artavazda tells the characters such creatures are rare, calling the attack “a calamity incited by
assistance. Too often, rebels and Brightguard members are harmed during altercations. Artavazda wants those who oppose Atash’s rule to have the opportunity to learn the error of their ways peaceably
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom
. Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom
. Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom
. Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
justice. Meanwhile, Reeva secretly coordinated with Ramya’s foes. After years of resentment and plotting, the rebels freed Arijani and spurred nobles across the nation into open revolt. The resulting
the Cerulean Citadel, Arijani sentenced his sister to death. As the court strangler’s garrote crushed her windpipe, Ramya cursed her brother and sister, calling them bloodthirsty beasts. Arijani and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
justice. Meanwhile, Reeva secretly coordinated with Ramya’s foes. After years of resentment and plotting, the rebels freed Arijani and spurred nobles across the nation into open revolt. The resulting
the Cerulean Citadel, Arijani sentenced his sister to death. As the court strangler’s garrote crushed her windpipe, Ramya cursed her brother and sister, calling them bloodthirsty beasts. Arijani and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
justice. Meanwhile, Reeva secretly coordinated with Ramya’s foes. After years of resentment and plotting, the rebels freed Arijani and spurred nobles across the nation into open revolt. The resulting
the Cerulean Citadel, Arijani sentenced his sister to death. As the court strangler’s garrote crushed her windpipe, Ramya cursed her brother and sister, calling them bloodthirsty beasts. Arijani and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in
+6
Timeless Body, Beast Spells
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in
+6
Timeless Body, Beast Spells
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats
following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast sense (rats only), druidcraft, entangle
1/day each: animal messenger
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats
following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast sense (rats only), druidcraft, entangle
1/day each: animal messenger
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats
following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast sense (rats only), druidcraft, entangle
1/day each: animal messenger
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in
+6
Timeless Body, Beast Spells
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wood for mortals’ use. Nylea doesn’t care if the characters are opposed by simple peasants, or by monsters beyond the characters’ ability to cope with. They might need to get creative, calling upon
fond of the beast. Soon, the pair started hunting together, and the lynx, which she called Halma, became one of Nylea’s confidants.
Nylea’s sacred lynx guards those who honor the Nessian Wood and hunts those who don’t
(MATHIAS KOLLROS)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wood for mortals’ use. Nylea doesn’t care if the characters are opposed by simple peasants, or by monsters beyond the characters’ ability to cope with. They might need to get creative, calling upon
fond of the beast. Soon, the pair started hunting together, and the lynx, which she called Halma, became one of Nylea’s confidants.
Nylea’s sacred lynx guards those who honor the Nessian Wood and hunts those who don’t
(MATHIAS KOLLROS)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wood for mortals’ use. Nylea doesn’t care if the characters are opposed by simple peasants, or by monsters beyond the characters’ ability to cope with. They might need to get creative, calling upon
fond of the beast. Soon, the pair started hunting together, and the lynx, which she called Halma, became one of Nylea’s confidants.
Nylea’s sacred lynx guards those who honor the Nessian Wood and hunts those who don’t
(MATHIAS KOLLROS)
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
-woven turban from a master tailor of Calimshan
3 Soft leather boots with a notable personal symbol etched into the side
4 A pair of suspenders made from the hide of a displacer beast
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
-woven turban from a master tailor of Calimshan
3 Soft leather boots with a notable personal symbol etched into the side
4 A pair of suspenders made from the hide of a displacer beast
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
-woven turban from a master tailor of Calimshan
3 Soft leather boots with a notable personal symbol etched into the side
4 A pair of suspenders made from the hide of a displacer beast
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
that know no higher calling than pure knowledge and academic glory. Reasons to Visit. Adventurers might visit the Last Academies for one of the following reasons: Magical Training. Any adventurer seeking
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human






