Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'changeling walking remains'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        channeling willing remains
                                    
                                
                                    
                                        changeling warring remain
                                    
                                
                                    
                                        changeling willing remain
                                    
                                
                                    
                                        changing willing remains
                                    
                                
                                    
                                        changeling waking remain
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage.Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting
                                                
                                            
                                                
                                                     has one or more Shadow;shadows aboard—the Undead remains of some of the vampirates’ victims.Cold, Necrotic, PoisonRadiant
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    
Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life
                                                
                                            
                                                
                                                     they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.
A ship crewed by vampirates usually has one or more Shadow;shadows aboard—the Undead remains of some of the vampirates’ victims.Cold, Necrotic, PoisonRadiant
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     as a crawling claw or a Will-o'-Wisp;will-o'-wisp.
Vampirate
Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their
                                                
                                            
                                                
                                                     crewed by vampirates usually has one or more Shadow;shadows aboard—the Undead remains of some of the vampirates’ victims.Cold, Necrotic, PoisonRadiant
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
                                                
                                            
                                                
                                                     deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Shapechanger. Baba Lysaga can use an action to polymorph into a swarm of insects (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30
                                                
                                            
                                                
                                                     feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster
                                                
                                            
                                                
                                                     a failed save, or half as much damage on a successful one.
Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
                                                
                                            
                                                
                                                    , disappearing in a flash of rainbow-colored light. You draw no more cards.
The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is
                                                
                                            
                                        
                                                    Changeling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
                                                
                                            
                                                
                                                     knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    .
Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate
                                                
                                            
                                                
                                                     the belt early, but doing so doesn’t recover any expended charges.
When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet
                                                
                                            
                                        
                                                    Kobold Inventor
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
Scorpion
                                                
                                            
                                                
                                                    , or half as much damage on a successful one.
Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Changeling Traits  Changeling Adopting a
 Person’s Appearance Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one other
                                                
                                            
                                                
                                                     ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
                                                
                                            
                                                
                                                     armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
                                                
                                            
                                                
                                                    Changeling Traits As a changeling, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
                                                
                                            
                                                
                                                    . Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    . And so it remains. Though the Children are shunned by all, the gift of the Traveler protects them still.
 —Chance, changeling priest
 A changeling can shift its face and form with a thought. Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
 — Chance, changeling priest
 Changelings can shift their forms with a thought. Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    The Walking Castle The walking castle Iedcaru is a treasure from ages past. It was created by githzerai as a hermitage where ascetics could travel the Outlands and meditate on the nature of realms
                                                
                                            
                                                
                                                     beyond. While the castle has been forgotten by most githzerai scholars in Limbo, it remains the home of Zaythir, a sage who seeks to glean multiversal truths from mystical planar forces. Iedcaru has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    13. Walking Dead Zombie. A human zombie in rotting, soiled robes shuffles back and forth through the room. A powerful stench of decay accompanies it.
 Furnishings. Moldy furnishings include a bed, a
                                                
                                            
                                                
                                                     desk strewn with yellowed papers, and a barren bookshelf.
 The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk (see area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Twig Blight This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants. Twig Blight
 Small plant, neutral evil
 Armor Class
                                                
                                            
                                                
                                                    
 Challenge 1/8 (25 XP)
 False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
 Actions
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     charges. Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to
                                                
                                            
                                                
                                                     deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     remains, the tattered remnants of ancient burial garments, and treasure of Netherese origin. The northeast sarcophagus contains two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical
                                                
                                            
                                                
                                                     contains a ewer made of beaten gold worth 25 gp and a walking stick worth 75 gp. The walking stick is made of varnished yew with a golden handle shaped like a scorpion. The southeast sarcophagus contains a gold censer with platinum filigree worth 250 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     is a feisty old gardener named Ollie Woodhew. The orcs set fire to the Woodhew homestead and captured these family members as they tried to flee. One of the orcs even broke Ollie’s favorite walking
                                                
                                            
                                                
                                                     with a family heirloom (a magic item) hidden in the burnt remains of the family home. Roll on Magic Item Table F in chapter 7 of the Dungeon Master’s Guide to determine the item.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    Vampirates Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the
                                                
                                            
                                                
                                                     not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys. A ship crewed by vampirates usually has one or more shadows aboard—the Undead remains of some of the vampirates’ victims.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     these people were once our enemy and could be again. And let us also remember that the cause of the Mourning remains a mystery. Was it divine punishment for Cyran sins that have yet to be washed clean? Or
                                                
                                            
                                                
                                                    . This is the name both of a secret, roaming gambling den and of the changeling who runs it. In addition to offering all manner of mundane games and bets, Chance is said to be able to arrange and cover
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per
                                                
                                            
                                                
                                                     gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Demon Ichor Demon ichor is what remains behind after a demon dies. It’s a reduction of demonic blood, viscera, and bodily fluids with the consistency and odor of bile. Enough demons die in Avernus
                                                
                                            
                                                
                                                     head on the end of stalks. 
   11–15  The target’s hands grow claws, which can be used as daggers. 
   16–20  One of the target’s legs grows longer than the other, reducing its walking speed by 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     remains of a scaladar and smaller, unidentifiable constructs litter the floor.
 Shockerstomper. Not visible from the cavern entrance is a Gargantuan contraption made of wood, metal, and stone. It looms
                                                
                                            
                                                
                                                     construct with immunity to poison and psychic damage, as well as the blinded, deafened, charmed, frightened, paralyzed, and poisoned conditions. It has a walking speed of 40 feet. Its main body (saucer and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. Alignment. Most warforged take comfort in order and discipline
                                                
                                            
                                                
                                                     with rolling a size modifier: Size modifier = 2d6 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 × your size modifier) Speed. Your base walking speed is 30 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     is to clarify the incomprehensibly high rental cost (waived by Omin for this mission), and to emphasize that the vehicle remains the property of Acquisitions Incorporated. The lengthy process of
                                                
                                            
                                                
                                                     walking robot can be toppled by rough storm winds or damaged by lightning and hail. The area around a teleporting headquarters such as a tavern that lets characters travel to other taverns can become the site of the Six’s airship attack, and so forth.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . Two veterans of the City Watch arrive in 1d10 minutes to investigate the shop and talk to witnesses. Xanathar’s gazer (see appendix B) doesn’t follow characters into the shop. It remains outside and
                                                
                                            
                                                
                                                     Losser Mirklav is a lightfoot halfling mage, with these changes: He is chaotic evil and has 31 (9d6) hit points. He has these racial traits: He is Small, and his walking speed is 25 feet. He can move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     owner (see “Personality” below). The Blackstaff has the magical properties of a staff of power (see the Dungeon Master’s Guide) in addition to the following properties. Animate Walking Statues. You can
                                                
                                            
                                                
                                                     expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     that remained was undying grief and encroaching madness. She remains in Undermountain in accordance with Yinark’s wishes, a prisoner of her own guilt. Undermountain is Wyllow’s home now, and all memory
                                                
                                            
                                                
                                                     hope of being rid of him. Wyllow’s Statistics Wyllow is a moon elf archdruid (see appendix A), with these changes: Wyllow is chaotic neutral. She has these racial traits: Her walking speed is 35 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Second Skin There is another side of you that most people never see. When you show this side of yourself, you might become another person entirely, a celestial-like avenger, or a walking nightmare
                                                
                                            
                                                
                                                     second form remains after the spell ends. This visibly marks you unless you actively hide or disguise it. The mark is a perceptible change such as scaly skin, stunted wings, eyes without pupils, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     famous and is easy to find by asking any passerby. The Tea Shop The oldest tea shop in Yeonido was simply called the “Tea Shop” when it was built hundreds of years ago, and so it remains known to
                                                
                                            
                                                
                                                     baduk hall, a raised courtyard that’s the social center of the Phoenix District. Outside the shop, no evidence of the recent attack remains. Baduk Hall The baduk hall is three blocks away from Chin-Hae’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of old age, his walking speed is 20 feet. He is also deaf, can’t see farther than 20 feet, and can’t take reactions. The characters must move at least 10 feet into the room before Ertgard notices them
                                                
                                            
                                                
                                                     near the back wall.
 The barrels and casks are empty and fall apart easily. The jugs, tankards, and drinking horns are all cracked or otherwise damaged. Nothing of value remains here. G5. Feast Hall
                                                
                                            
                                        





