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Returning 35 results for 'bubble brown detection construct reside'.
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races
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some
races
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
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
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
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
races
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
’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->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight
Large construct, lawful evil
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.
STR
24(+7)
DEX
17(+3)
CON
22(+6)
INT
4(−3)
WIS
14(+2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. Once battle is joined, the predator
vicinity. Steel Predator
Large Construct, Typically Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.
STR
24 (+7)
DEX
17 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight
Large construct, lawful evil
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.
STR
24(+7)
DEX
17(+3)
CON
22(+6)
INT
4(−3)
WIS
14(+2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. Once battle is joined, the predator
vicinity. Steel Predator
Large Construct, Typically Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.
STR
24 (+7)
DEX
17 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. Once battle is joined, the predator
vicinity. Steel Predator
Large Construct, Typically Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.
STR
24 (+7)
DEX
17 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight
Large construct, lawful evil
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.
STR
24(+7)
DEX
17(+3)
CON
22(+6)
INT
4(−3)
WIS
14(+2
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
room to dig, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
look at a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia, but it’s a convenient theoretical construct based on the philosophical shading among
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
look at a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia, but it’s a convenient theoretical construct based on the philosophical shading among
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
look at a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia, but it’s a convenient theoretical construct based on the philosophical shading among
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the construct override the brain’s control of the treasury engine. Successfully doing so keeps the engine running, but Gearbox is unable to disconnect as a result. Treasure. All manner of goods and
with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe (see appendix D). A suit of Heward’s hireling armor (see appendix D). Components of value to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the construct override the brain’s control of the treasury engine. Successfully doing so keeps the engine running, but Gearbox is unable to disconnect as a result. Treasure. All manner of goods and
with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe (see appendix D). A suit of Heward’s hireling armor (see appendix D). Components of value to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the construct override the brain’s control of the treasury engine. Successfully doing so keeps the engine running, but Gearbox is unable to disconnect as a result. Treasure. All manner of goods and
with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe (see appendix D). A suit of Heward’s hireling armor (see appendix D). Components of value to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion
, stone melting compound, stirge repellent, and glow-in-the-dark paint. Artificers Rock gnome artificers construct exquisitely tooled and enameled pieces of machinery, often weaving magical properties
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion
, stone melting compound, stirge repellent, and glow-in-the-dark paint. Artificers Rock gnome artificers construct exquisitely tooled and enameled pieces of machinery, often weaving magical properties
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion
, stone melting compound, stirge repellent, and glow-in-the-dark paint. Artificers Rock gnome artificers construct exquisitely tooled and enameled pieces of machinery, often weaving magical properties
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
belongings, including his leather armor, a Potion of Healing (greater), a Spell Scroll of Stoneskin, and a brilliant-blue cloak emblazoned with the holy symbol of Habbakuk. V13: Ruined Vault Fuzzy brown
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
belongings, including his leather armor, a Potion of Healing (greater), a Spell Scroll of Stoneskin, and a brilliant-blue cloak emblazoned with the holy symbol of Habbakuk. V13: Ruined Vault Fuzzy brown
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
belongings, including his leather armor, a Potion of Healing (greater), a Spell Scroll of Stoneskin, and a brilliant-blue cloak emblazoned with the holy symbol of Habbakuk. V13: Ruined Vault Fuzzy brown
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
almost never speaks and harbors a malicious streak that is kept in check by Mister Witch. He paints his face with a grin and puffs on a bubble pipe. Thaco has retired from performing and no longer
little as possible.”
Ideal. “Everyone should mind their own business.”
Bond. “My bubble pipe—if anyone touches it, they lose a finger.”
Flaw. “I can’t stand children. They’re like roaches
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
almost never speaks and harbors a malicious streak that is kept in check by Mister Witch. He paints his face with a grin and puffs on a bubble pipe. Thaco has retired from performing and no longer
little as possible.”
Ideal. “Everyone should mind their own business.”
Bond. “My bubble pipe—if anyone touches it, they lose a finger.”
Flaw. “I can’t stand children. They’re like roaches
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
almost never speaks and harbors a malicious streak that is kept in check by Mister Witch. He paints his face with a grin and puffs on a bubble pipe. Thaco has retired from performing and no longer
little as possible.”
Ideal. “Everyone should mind their own business.”
Bond. “My bubble pipe—if anyone touches it, they lose a finger.”
Flaw. “I can’t stand children. They’re like roaches






