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Returning 35 results for 'bringing beast diffusing clothing run'.
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Monsters
Quests from the Infinite Staircase
Harmless Lure. The wolf-in-sheep’s-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
Dominate Beast
Legacy
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Spells
Basic Rules (2014)
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting
it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.
Telepathic Torment
Up to four meenlocks can telepathically torment one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"}. The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the
’s curse. If the curse is allowed to run its course, an abyssal spirit invades the person’s body, causing a gruesome transformation. Over a period of hours, the victim’s head takes on
classes
Xanathar's Guide to Everything
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their
classes
Xanathar's Guide to Everything
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their
Monsters
Locathah Rising
, control water*, dominate beast, freedom of movement*, watery sphere5th level (2 slot): conjure elemental*, maelstrom,scrying*, tree stride6th level (1 slot): heal7th level (1 slot): plane shift
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
Species
Eberron: Rising from the Last War
maintain a peaceful relationship, but rivalries run deep.
Baron Elar d’Thuranni is said to be responsible for the Shadow Schism. Ruling the house from an enclave in Regalport, he is always
accompanied by a shadowy pair, rumored to be embodiments of shadow itself. The displacer beast serves as the young house’s emblem.
The lands of House Phiarlan, known as the Demesnes, are the
Monsters
Mythic Odysseys of Theros
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
races
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
Monsters
Fizban's Treasury of Dragons
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
Creatures
1
Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling’s attempts to eat the eagle.
2
A pseudodragon who is
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
world around them. Do they embrace their primal instincts or the path of civilization?
The Beast Within
Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered
races
Spelljammer: Adventures in Space
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
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, Humanoid
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Beast Within Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Beast Within Wildhunt Shifter Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Beast Within Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Beast Within Wildhunt Shifter Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Beast Within Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Beast Within Wildhunt Shifter Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
time you run it. The Witchlight Carnival visits a world once every eight years,
bringing wonder and whimsy to the Material Plane
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
time you run it. The Witchlight Carnival visits a world once every eight years,
bringing wonder and whimsy to the Material Plane
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
time you run it. The Witchlight Carnival visits a world once every eight years,
bringing wonder and whimsy to the Material Plane
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
even use red, blue, and green stripes as coded bits of clothing. A few banners showing cult insignia also exist, but most of those are being held in reserve for the days when the dragons rise to take
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
even use red, blue, and green stripes as coded bits of clothing. A few banners showing cult insignia also exist, but most of those are being held in reserve for the days when the dragons rise to take
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
even use red, blue, and green stripes as coded bits of clothing. A few banners showing cult insignia also exist, but most of those are being held in reserve for the days when the dragons rise to take






