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Returning 35 results for 'chapter carved whether'.
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Species
Player’s Handbook
stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and
strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
Magic Items
Guildmasters’ Guide to Ravnica
transforms into a cackler (see chapter 6 for the stat block) for up to 1 hour.
Selesnya Keyrune (Rare). Carved from white and green marble in the shape of a wolf’s head, this keyrune transforms into
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer
Equipment
Stylish but practical, our desert clothing protects you whether you’re taking a caravan of camels through the Calim Desert or exploring an ancient Mulhorandi tomb.
When you are wearing Desert
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Magic Items
Curse of Strahd
Its handle is carved with leaves and vines, and the weapon weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an
Monsters
The Wild Beyond the Witchlight
of her limbs. Skabatha roams Thither on her flying rocking horse (see chapter 3 for its stat block), which creaks horribly as it moves.
Skabatha’s Weakness
Skabatha always forgets the first
adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time
Monsters
Out of the Abyss
","rollAction":"Scimitar of Speed","rollDamageType":"slashing"} slashing damage on a hit.
Poisoned Daggers. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of
the Dungeon Master’s Guide). The poison on a dagger’s blade is good for one hit only, whether the poison takes effect or not.Multiattack. Viln makes three melee attacks: two with her
Monsters
The Wild Beyond the Witchlight
Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasn’t kept up
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Monsters
Guildmasters’ Guide to Ravnica
following spells, requiring no material components:
At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4;{"diceNotation":"4d4","rollType":"damage
equipment he is wearing or carrying isn't transformed.
Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is
Monsters
Eberron: Rising from the Last War
Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very
.
A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that
Monsters
Princes of the Apocalypse
in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether
to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have been known to throw
look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example, a well maintained and above-water version of the black dragon lair’s
Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have
of one plane to wander into others.
Moonstone Dragon Lair Features
You can look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example
Species
Mythic Odysseys of Theros
, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
Backgrounds
Mythic Odysseys of Theros
exploits precede you and might open doors or loosen tongues.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command
comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
Species
Fizban's Treasury of Dragons
forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.
Creating Your Character
When you create your D&D character, you decide whether your
character is a member of the human race or one of the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation
Species
Mordenkainen Presents: Monsters of the Multiverse
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character’s creature type is.
Here’s a list of the game’s
Species
Fizban's Treasury of Dragons
forest, toxic and corrosive.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores
Species
Fizban's Treasury of Dragons
echo of discovery—but also the desiccation of despair.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of
the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that
Backgrounds
Planescape: Adventures in the Multiverse
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
only when everything is acting in harmony, whether it wants to or not.
Heralds of Dust. Everyone is already dead; the entirety of the multiverse is an afterlife. Undeath holds the key to the next
Species
Mordenkainen Presents: Monsters of the Multiverse
legs are insectile.
7
You smell like fresh brownies.
8
A noticeable, harmless chill surrounds you.
Creating Your Character
At 1st level, you choose whether your character is a
in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells
Species
Mordenkainen Presents: Monsters of the Multiverse
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
were born to non-genasi parents who lived near a place suffused by a genie’s magic.
A typical genasi has a life span of 120 years.
Creating Your Character
At 1st level, you choose whether
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
we would all do well to prioritize that kinship. (Any)
3
Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)
4
Adaptability. Whether
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Backgrounds
Guildmasters’ Guide to Ravnica
You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they’re written in locked
chapter for your secondary guild
Feature: False Identity
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
, and we would all do well to prioritize that kinship. (Any)
3
Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)
4
Adaptability. Whether
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the island from where the wizard Nass Lantomir met her doom. Read or paraphrase the following boxed text to the players, whether the characters approach the island by sea or air: The fog through
can make out what appears to be a partially shattered dock carved out of ice. As you get closer, it becomes obvious that the dock was made for giants.
The ruined ice dock and the shipwrecks in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Carved into the crevice at the end of the gully is a stairway that leads down to the Temple of Howling Hatred (see chapter 4). Three hurricanes (see chapter 7) watch the entrance for intruders.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 13 – Secrets of the Spire Once the characters restore the Mosaic Mimir’s missing data, the magic device relates the information from “The Last Great Modron March” section in chapter 4. From
this, the characters learn that the missing modron, R04M, likely followed the march’s path to Dendradis, a rilmani community carved into the Spire. Upon traveling to Dendradis, the characters meet
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Cults meet underground, whether in caverns or sewers. Rural cults seek out places twisted by the powers of the plane of Xoriat (described in chapter 4) or Khyber.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Running This Adventure Here’s what you need to know to run the adventure in this chapter, whether you’re running it as part of an ongoing campaign or as a standalone adventure.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Creating Your Character At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race in this chapter, follow these additional rules during character creation.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 13: The Wormwrithings Two of the components that Vizeran needs to craft the talisman for his ritual (see chapter 12) can be found relatively close to the archmage’s tower. The Wormwrithings
are a honeycomb of tunnels spanning hundreds of miles in the northern reaches of the Underdark, carved from the rock by enormous purple worms. A purple worm nest in the Wormwrithings is an ideal place
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix B: Spells This appendix presents new spells that you can make available to your players. Some of the spells are used by creatures in chapter 7. It’s up to you whether these spells are
available at character creation, whether they are discovered over the course of the adventure, or whether they don’t end up in the characters’ hands at all. Many players are fine sticking with the spells in the Player’s Handbook, whereas other players will be excited to gain new spell options.






