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Returning 35 results for 'can consist'.
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Earth Elemental
Legacy
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Monsters
Basic Rules (2014)
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals
hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksThunder
monsters
", "rollDamageType":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal
and Intimidation
Bearded devils’ eponymous beards consist of tentacle-like growths that prevent magical healing.Fire, PoisonCold
Adult Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind
patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
members can attempt to steal one or more of the boats, but doing so requires a successful DC 16 Dexterity (Stealth) check (and the kuo-toa are able to sense invisible creatures). The kuo-toa pursue any
vessel enters or leaves without submitting to “auguries” to determine if a crew’s actions are pleasing to the god of the hour — in this case, the Deep Father. The auguries consist of a half-hour ritual
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks
of metal, gems, and bright minerals. Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
this contest, up to four teams of two students apiece race to create the highest stack of gathered mascots. At least one team should consist of NPC students, and you should make rolls for them. If
the characters have Rivals, two of them form this opposing team. If not, choose students from the “Fellow Students” section in chapter 3. Characters who don’t wish to form a team can participate by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Dark Hunters The Dark Hunters consist of Zhora Hallen (a drow elite warrior) and ten drow. Each carries adventuring equipment (bedroll, rope, a flask of oil), three days’ worth of food and water
and her mother have a quiet reunion. Zhora gravely promises the adventurers that she will repay the debt she owes them however she can.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
evacuated. Those who remain are staff members attempting to protect the property from looters and, if possible, from the spreading fires. These staff members consist of eleven human Guards who are
Indifferent to the characters. They have no interest in fighting the characters or the dragon. The staff members hesitate to allow the characters inside the resort, but a character can try to persuade the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Most of the communities of Valenar consist of farming villages, with fortress towers scattered across the plains as military outposts. Moonshadow A peaceful Khoravar village built on
the Old Road, Moonshadow is a young community, built by immigrants who hope that Valenar can become a home for their people. Though small, Moonshadow has drawn half-elves from across Khorvaire, and a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tales from the Yawning Portal The adventures in this book consist of classic dungeons, which you can use to expand the possibilities for adventuring in the Dreadwood and the Hool Marshes. The Sunless
Citadel This ruined castle could easily be located in the Dreadwood. It makes a good side trek for low-level characters. The Forge of Fury This fallen dwarven citadel can be placed on an island in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
they can be raised from the dead or given proper burials. If the dead characters have Bastions (see chapter 8), the stand-in party could consist of hirelings from those Bastions.
What If Everyone Dies? Misadventure can wipe out an entire group. (You’ll sometimes hear players refer to this as a “total party kill” or “TPK.”) Such a catastrophe doesn’t have to end the whole game
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
foot. Bands consist of loosely related individuals, and when bands meet, membership frequently shifts. Lightfoot halflings typically excel at tasks related to travel — be it navigation, handling pack
themselves, which enables them to make friends easily. Their facile friendships and ease with partings can make lightfoot halflings seem disingenuous to others. Lightfoot halflings get stereotyped as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
they frequently serve as public baths and places of relaxation. A temple usually features a mirrored and well-lit salon where folks can primp, as well as see others and be seen. Where a temple doesn’t
exist, or in a large city where the nearest temple might be too far to walk to, a small shrine to Sune often stands near a street corner. These sites consist of a mirror hung beneath a small roof
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other land dwellers.
Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kobold Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However, many kobolds perish before they reach the end of
their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
-quarters cover against outside threats. A Medium or larger creature can’t squeeze through an arrow slit, but a Small creature can with a successful DC 10 Dexterity (Acrobatics) check. Tiny creatures can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
daelkyr. Others believe that the daelkyr can grant the Mror dwarves the power to overcome any enemy. Some clans have taken up symbionts and living weapons recovered from the depths, and cabals of
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the marauders, who consist of at least an ogre and some bugbears. Harbin is offering a 100 gp contract to any group that can drive the marauders and any goblin companions away. If the party pursues
should be captured so they can stand trial and potentially be sent to Neverwinter for imprisonment. Dangerous Trail Harbin posts official notices on a board beside the door of the townmaster’s hall
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind
patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1. Ravenloft Is Not a World. The lands and characters of Ravenloft don’t share a planet. Rather, the Domains of Dread consist of innumerable demiplanes hidden amid the Plane of Shadow. Mysterious
, but they also collect characters to participate in specific terrifying adventures. Ravenloft can claim a soul for one night of terror or for an inescapable nightmare, whichever suits the needs of your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
wilderness trek across the desert or a harrowing journey into the jungle can be an exciting adventure in its own right. Outdoors, dragons wheel across the sky in search of prey, fierce warriors pour forth
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
place four cards into the empty slots of the first row on the board. The ghost’s hand might consist of four different cards, or it might include two or more copies of the same card. If a card in that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3d6 drow nobles and scores of slaves, 6d6 of which can be pressed into defending the house. These fighting slaves are usually bugbears, ogres, orcs, or quaggoths. Doors and windows are protected with
Narbondellyn district, roll a d20 and consult the Narbondellyn Encounters table, or choose an encounter that you like. The party can avoid random encounters in Narbondellyn by succeeding on a DC 13 Dexterity
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
Donigarten Encounters table, or choose an encounter that you like. The party can avoid random encounters in Donigarten by succeeding on a DC 11 Dexterity (Stealth) group check. Donigarten Encounters
Compendium
- Sources->Dungeons & Dragons->Monster Manual
will, or fight in wicked armies. Bearded devils’ eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing
dragon eggs.
Behirs live in sprawling cave systems and elaborate ruins where they can make the most of their exceptional mobility. They are mindful of areas where dragons dwell, as most dragons view
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Slaad explorers recently discovered a place where tadpoles can grow on their own, albeit slowly. The quasi-organic chambers of this region emerge from a whirlpool and disappear into a nearby vortex
realize that the mind flayer fanatics placed their bolstering rune before the slaadi arrived and don’t care about returning. The characters can access Spawn Hollow from area X5 in Illithinoch. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Graveyard Temple (NILS HAMM) Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots, family
connecting the tombs that the priests use in their caretaking duties, so exploring such a complex can be a daunting task. The Graveyard Temple Adventures table offers ideas for adventures that could
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
encountered together. Identical creatures always form a group, but you can also form groups using other criteria. A group might be based on a shared creature type, such as Undead or Fiend, or might consist of
Constructing Your Deck An encounter deck consists primarily of cards representing monsters. You can use cards from The Deck of Many Things card set, oracle cards, playing cards, cards from Magic: The






