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Returning 35 results for 'break both diffusing con regions'.
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Monsters
Fizban's Treasury of Dragons
kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to
break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights.
A dragonnel is an agile mount and naturally
Monsters
Eberron: Rising from the Last War
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative
noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regularly break the terms of the treaty. There have been a number of clashes with the scales and many here fear that a greater conflict is on the horizon. Q’barra is split into three main regions. New
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. And beyond these human regions lie the unexplored lands of the scales.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regularly break the terms of the treaty. There have been a number of clashes with the scales and many here fear that a greater conflict is on the horizon. Q’barra is split into three main regions. New
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. And beyond these human regions lie the unexplored lands of the scales.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regularly break the terms of the treaty. There have been a number of clashes with the scales and many here fear that a greater conflict is on the horizon. Q’barra is split into three main regions. New
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. And beyond these human regions lie the unexplored lands of the scales.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
that a seaquake or other natural disaster might break a sea lock and free the kraken to rage as it pleases. Other tales, though, suggest that sea locks emanate from ancient coral weapons buried in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
that a seaquake or other natural disaster might break a sea lock and free the kraken to rage as it pleases. Other tales, though, suggest that sea locks emanate from ancient coral weapons buried in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
that a seaquake or other natural disaster might break a sea lock and free the kraken to rage as it pleases. Other tales, though, suggest that sea locks emanate from ancient coral weapons buried in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Riccardo
Moscatello
Scout Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
+ 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (−4)
WIS
12 (+1)
CHA
6 (−2)
Skills Perception +3, Stealth +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
+ 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (−4)
WIS
12 (+1)
CHA
6 (−2)
Skills Perception +3, Stealth +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
+ 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (−4)
WIS
12 (+1)
CHA
6 (−2)
Skills Perception +3, Stealth +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Riccardo
Moscatello
Scout Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Riccardo
Moscatello
Scout Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
break into secure areas or avoid capture. Many assassins adhere to a professional code or exhibit some signature quirk. Roll on or choose a result from the Assassin Modus Operandi table to inspire an
+4 +7 Con 14 +2 +2 Ability Score Mod Save Int 16 +3 +6 Wis 11 +0 +0 Cha 10 +0 +0
Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword
Compendium
- Sources->Dungeons & Dragons->Monster Manual
break into secure areas or avoid capture. Many assassins adhere to a professional code or exhibit some signature quirk. Roll on or choose a result from the Assassin Modus Operandi table to inspire an
+4 +7 Con 14 +2 +2 Ability Score Mod Save Int 16 +3 +6 Wis 11 +0 +0 Cha 10 +0 +0
Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword
Compendium
- Sources->Dungeons & Dragons->Monster Manual
break into secure areas or avoid capture. Many assassins adhere to a professional code or exhibit some signature quirk. Roll on or choose a result from the Assassin Modus Operandi table to inspire an
+4 +7 Con 14 +2 +2 Ability Score Mod Save Int 16 +3 +6 Wis 11 +0 +0 Cha 10 +0 +0
Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sea Lion These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy. Sea Lion
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 10 ft., swim 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Awakened Tree Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are
. Awakened Tree Huge Plant, Neutral
AC 13 Initiative −2 (8)
HP 59 (7d12 + 14)
Speed 20 ft.
Ability Score Mod Save
Str 19 +4 +4
Dex 6 −2 −2
Con 15 +2 +2
Ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Awakened Tree Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are
. Awakened Tree Huge Plant, Neutral
AC 13 Initiative −2 (8)
HP 59 (7d12 + 14)
Speed 20 ft.
Ability Score Mod Save
Str 19 +4 +4
Dex 6 −2 −2
Con 15 +2 +2
Ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Awakened Tree Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are
. Awakened Tree Huge Plant, Neutral
AC 13 Initiative −2 (8)
HP 59 (7d12 + 14)
Speed 20 ft.
Ability Score Mod Save
Str 19 +4 +4
Dex 6 −2 −2
Con 15 +2 +2
Ability
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sea Lion These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy. Sea Lion
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 10 ft., swim 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that
)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
7 (–2)
WIS
11 (+0)
CHA
8 (–1)
Damage Immunities fire
Senses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that
)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
7 (–2)
WIS
11 (+0)
CHA
8 (–1)
Damage Immunities fire
Senses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that
)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
7 (–2)
WIS
11 (+0)
CHA
8 (–1)
Damage Immunities fire
Senses
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sea Lion These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy. Sea Lion
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 10 ft., swim 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gray Scavver Gray scavvers are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack. Gray
Scavver
Medium Monstrosity, Unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 0 ft., fly 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
1
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gray Scavver Gray scavvers are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack. Gray
Scavver
Medium Monstrosity, Unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 0 ft., fly 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
1
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gray Scavver Gray scavvers are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack. Gray
Scavver
Medium Monstrosity, Unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 0 ft., fly 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
1
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat. Firenewts prize giant striders and seek
, Unaligned
Armor Class 14 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 50 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
4 (−3)
WIS
12 (+1)
CHA
6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat. Firenewts prize giant striders and seek
, Unaligned
Armor Class 14 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 50 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
4 (−3)
WIS
12 (+1)
CHA
6






