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Returning 35 results for 'change warriors read'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with
. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin
Monsters
Guildmasters’ Guide to Ravnica
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures
Monsters
Fizban's Treasury of Dragons
in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons&rsquo
winter wolf;winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways.
4
A lonely werebear enjoys long conversations with a young crystal dragon but doesn
Magic Items
Baldur’s Gate: Descent into Avernus
transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
Couatl
Legacy
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Monsters
Basic Rules (2014)
Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.Bite
). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
monsters
Hit Points. Success: The target is immune to this werewyvern’s curse for 24 hours.Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into
draconic-humanoid hybrids. Most werewyverns possess a draconic greed and ferocity and thus often find work as bandits, mercenaries, or assassins. They are opportunistic warriors and prefer ambushes when
Monsters
Lost Laboratory of Kwalish
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
.
The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Species
Mordenkainen Presents: Monsters of the Multiverse
emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.
Like other elves, eladrin can live to be over 750 years old.
Eladrin Seasons
d4
Species
Mordenkainen Presents: Monsters of the Multiverse
Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but
raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
Dwarf
Legacy
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Species
Basic Rules (2014)
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most
Backgrounds
Sword Coast Adventurer's Guide
agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide
try to help those in need, no matter what the personal cost. (Good)
3
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope
Human
Legacy
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Species
Eberron: Rising from the Last War
minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM
evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most
Species
Mordenkainen Presents: Monsters of the Multiverse
, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
tales that change from generation to generation about exotic locales, from island chains that are the sites of countless shipwrecks, to fearsome feather-clad warriors, and vast continents that suddenly appeared where nothing — or something very much different — had rested only seasons prior.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
the Dragonlance: Warriors of Krynn game with this adventure, consult the “Warriors of Krynn: Scenario 4” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman troops. Read the introduction to scenario 8 in Dragonlance: Warriors of Krynn, then play that scenario. This scenario details the flight of the Kalaman forces from the City of Lost Names. If the
: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 8” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
“Warriors of Krynn: Scenario 1” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the “Invasion of Vogler” section. WARRIORS OF KRYNN: SCENARIO 1
Kobold
Legacy
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Species
Volo's Guide to Monsters
roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so
, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
encounter 11+ Special encounter Minor Encounter d4 Encounter 1 1 Thayan apprentice (B), 4 Thayan warriors (B), and 2d4 prisoners (commoners) 2–3 1 wight 4 1 wight and 2d4 skeletons or zombies Dread
Legion Patrol d4 Encounter 1 2d4 gnolls 2 1 dread warrior (B) and 2d6 zombies 3 2d4 orcs 4 1 troll Thayan Patrol 2d4 Encounter 2 1 deathlock wight (B), 2d4 Thayan warriors (B), and 2d4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tomb through the secret door at area 47D. This tomb is filled with terracotta warriors, kneeling in neat ranks around a polished wooden coffin. Between the warriors, four aisles scattered with broken
pottery lead up to the coffin, whose painted lid shows a leopard with serpents sprouting from its shoulders.
If intruders are heard within the tomb, the terracotta warriors rise to defend it (see
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragonnel Reinforcements When you’re ready for the characters to turn their focus to the flying citadel, read the following text: A scout rushes to you with a message. Only minutes ago, a small group
Clystran has returned with the dragonnels he sought. From here, the adventure proceeds in one of two ways: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard ships that can traverse vast distances by using a magical form of travel known as spelljamming. Before running this adventure, read the Astral Adventurer’s Guide, which contains information about
these settings and how spelljamming works. The adventure assumes the characters have no prior experience with spelljamming—but that is about to change! The information in this book is for the DM’s eyes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Githyanki The militaristic githyanki who live in the Crystal Labyrinth and Stardock have three important tasks: protect the crèche, train young githyanki warriors, and destroy the mind flayer colony
exercise and a tome of clear thought, and she has promised to award both items to her most accomplished soldier. In truth, she plans to read these tomes to gain their benefits herself, but uses the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching a Camp As the characters approach a Reghed tribe camp, read: Splayed across the tundra ahead of you is a campsite with more than a dozen tents arranged in two concentric rings, with the
figures are gathered around fires or moving among the tents.
Six tribal warriors walk the perimeter. These guards tend to be younger warriors of the tribe. A lone character can sneak into the camp
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the untapped resources of the Plains. The halflings have no interest in change, but it might be inevitable. Lathon Halpum believes that if the tribes can work together, they could become a nation of
nations, but others aggressively oppose such a path. Holy Uldra is a powerful shaman and the leader of her own tribe. She urges halfling warriors to join together for a single purpose: to drive all
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
base walking speed is 30 feet. Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex
. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
31. Reflected Hall A curtain of water separates two hallways that are basically mirror images of one another. When characters enter the first hall, read: Still puddles of water cover the floor of
that looks similar to the one in which you stand.
The tarnished weapons hanging on the walls are in poor condition and are held in place with hooks to make it appear as though the painted warriors are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so
much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T1. Gatehouse Portcullis When the characters approach from the west, read: The shelf of rock on which the mountain road clings grows narrow. To your left, the icy cliffs rise sharply toward dark
tower of white stone topped by golden statues of mighty warriors.
The gatehouse is 30 feet high. The adjoining walls are 20 feet high and lined with stone spikes. If the characters circumvent the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Elk Tribe, who received a vision about the characters’ journey to the Reghed Glacier. Elk Tribe Escort Several hours before the party reaches the glacier, read: As you crest another ridge, you spot a
dozen humanoids approaching, their cloaks flapping in the wind sweeping down from the eastern glacier.
The approaching figures are ten tribal warriors of the Elk Tribe, led by Mjenir (neutral human






