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Returning 35 results for 'common reclusive glared to have replacing'.
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High Elf
Legacy
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Species
Basic Rules (2014)
valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The
other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial
13 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
11 (+0)
Senses passive Perception 10
Languages Common plus any two languages
Challenge 1/2 (100 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of such innovations in fending off starvation and the frigid environment encourages the scientists at Ludendorf University to push the boundaries of science and morality. The reclusive genius Dr
, often tinged blue or gray, being common. German conventions inspire many names in the region. When players create characters from Lamordia, consider asking them the following questions.
Where and how
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in
, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)
Amphibious. The aldani can breathe air and water.
Actions
Multiattack. The aldani makes two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adventuring party was attacked by monsters unleashed by Xanathar — including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon’s brain, turning the
)
CHA
15(+2)
Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 ft.
Challenge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Languages Common, thieves’ cant
Challenge 2 (450 XP)
Innate Spellcasting. The assassin’s spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following
mark, replacing the spells in the stat block’s Innate Spellcasting trait.
Aberrant Dragonmark Innate Spells d6 At Will 1/Day
1 Fire bolt (2d10) Burning hands (3d6)
2 Shocking
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
increasing the diversity of options for a particular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This
have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage to reflect their celestial nature. However, radiant damage isn’t as common as fire damage, so we give
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ivy. The crew is gone without a trace, but the old ship still has occupants: a reclusive weretiger and a small tribe of vegepygmies share it. Since the weretiger kills more than he eats and leaves
children. The family resemblance is strong; characters who’ve met Wakanga see the similarity when the weretiger assumes human form. The weretiger speaks Common and Vegepygmy, though he’s forgotten
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Goliaths At the highest mountain peaks—far above the slopes where trees grow, where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few other folk can truthfully claim to have
acclimated to high altitude, including elevations above 20,000 feet. Languages. You can speak, read, and write Common and Giant. Spine of the World Goliaths Goliaths inhabit the Spine of the World, where
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragons of Many Worlds Whether it is regarded as interpretive myth or historical record, “Elegy for the First World” offers an explanation for the common elements that appear in the legends and
those myths mention the dragon gods—or a single draconic creator, Io, who shed his own blood to inspire creation. Dragons have been reclusive and rare for most of Oerth’s recorded history, but ancient
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. They order
Languages Common, Giant
Challenge 9 (5,000 XP)
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant’s innate spellcasting ability is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(−2)
WIS
10 (+0)
CHA
13 (+1)
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Multiattack. The harpy makes two attacks: one with its claws and
moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
blissfully unaware of the party’s intrusion or show no interest in the characters. A shy or reclusive archfey might not want to be disturbed at all. How and when the archfey crosses paths with the
or overlapped by the domains of archfey in league with one or both queens. Presentation Archfey have one thing in common: they’re all Fey. Beyond that, their features vary widely. To randomly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Harbin Wester to collect a reward of 50 gp.” If the characters undertake this quest, see “Dwarven Excavation.” Gnomengarde Quest. “A clan of reclusive rock gnomes resides in a small network of caves in
more common, it’s not safe for her to be alone. Urge Adabra to return to Phandalin. Once she’s safe, visit Townmaster Harbin Wester to claim a reward of 25 gp.” If the characters undertake this quest
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra Bitterwind—have noticed he’s become more reclusive recently
passive Perception 20
Languages Common, thieves’ cant (can’t speak in wolf form)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Regeneration. Augustus regains 10 hit points at the start of his turn. If
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Tactical
Skills Intimidation +5, Perception +4
Condition Immunities frightened
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
Tactical Discipline. The iron consul has advantage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Languages Auran, Common
Challenge 1 (200 XP)
Spellcasting. The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows
Perception 9
Languages Common
Challenge 1/8 (25 XP)
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Hythonia the Cruel Theros’s reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn’t merely a collector; she’s an artist
+10, Insight +9, Perception +9, Stealth +9
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Common
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
steps.
1. Identify the Party’s Goals
The Dungeon Goals table provides common goals that drive or lure adventurers into dungeons. The Wilderness Goals table provides similar inspiration
Map a new land. 9 Find a place to establish a colony. 10 Find a natural resource. 11 Hunt a specific monster. 12 Return home from a distant place. 13 Obtain information from a reclusive hermit. 14 Find
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You
, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stand, but most have been burned or smashed to the ground. The older masonry of the manor walls had been crumbling for some time. New stonework was replacing the old, but everything has been smashed to
she finishes a long rest). She has darkvision out to a range of 60 feet. She speaks Common and Orc. Gildha repeatedly mutters something in a low voice, but she has something in her mouth that makes it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Clan Cairngorm lead quiet lives of art and contemplation in Gracklstugh. Although reclusive and averse to conflict, the giants have sworn an ancient oath of loyalty to the Deepking, and have been
(“Empty-Scabbard Killers” in Common) are a folktale in Gracklstugh, their name derived from an ancient, obscure Dwarvish dialect. They are an order of psionic assassins practicing disciplines unknown to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
me. I waited as patiently as I could until one who seemed to be their leader addressed me in heavily accented Common. I replied a greeting in Bothii, their own ancient language, which again set the
is true for other Uthgardt. Though they comport themselves in seemingly disparate groups honoring different totems, Uthgardt have much in common. What follows is what I have learned of the people who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
author with an added note that reads, in Common: “For Yorn. I hope you find the orc chapter illuminating!” Yorn is a half-orc thug, with these changes: Yorn is neutral evil. He has these racial traits
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are stacked in the middle of the room. Treasure. Seventeen of the bottles contain fine wine (10 gp per bottle). The remaining wines on display are common vintages (1 sp per bottle). V22. Sewer Tunnels
, moving in the same direction while swinging their censers gently. You can make the encounter harder by replacing the cultists with cult fanatics, or adding one or more invisible imps as escorts. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Wizard robes for black ones. Kaevja Cynavern is a female Mulan human mage, with these changes: Kaevja is lawful evil. She knows Common, Draconic, Dwarvish, and Elvish. She has the sending spell prepared
frightened. They speak Common and Halfling. Havia and Mookie each wear a teleporter ring (see “Teleporter Rings”). E11. Zhent Quarters This room contains the following features: Pressed against the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their
activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him are Corian Khee, a death’s head of Bhaal who spends days
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past
would provide a suitable cover for the cult’s murderous activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Property. No Trespassing!” in Common. A lookout is stationed on a second-floor balcony above the western end of the porch.
Any character who approaches the porch in plain view is spotted by the bandit
. Development. If Laris is here when the stable hand in area G2b bangs his pail, Laris heads to the stables to find out what’s going on. It takes her 1 minute to get there. G17: Small Common Room This
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
experiments, replacing them with pauper’s corpses and weighted coffins. Should any of the family’s misdealing come to light, it would doubtlessly shock the city to the core and potentially force
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
deceased for her experiments, replacing them with pauper’s corpses and weighted coffins. Should any of the family’s misdealing come to light, it would doubtlessly shock the city to the core and potentially