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Returning 35 results for 'common relying grows to her rooting'.
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Monsters
Mythic Odysseys of Theros
hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
Monsters
Phandelver and Below: The Shattered Obelisk
exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides
the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
Monsters
Fizban's Treasury of Dragons
themselves at odds with a sapphire dragon if they cross into the dragon’s territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk
that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping
Monsters
Fizban's Treasury of Dragons
they cross into the dragon’s territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory
other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.
The challenge rating of a
Backgrounds
Guildmasters’ Guide to Ravnica
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
don’t share it.
3
I like to sound mysterious, because wisdom hidden grows deeper with time.
4
I have no patience with people who get in my way.
5
I love hearing about other
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath
that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or
, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
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
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but doesn’t speak
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
Perception 9
Languages understands Common but can’t speak
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->Van Richten’s Guide to Ravenloft
inhabitants never develop, and they never reach their goals. A domain’s oppressive inquisition is no closer to rooting out evil today than it was a thousand years ago. This isn’t remarkable; it merely is
Darklord? Don’t get bogged down with the particulars of a working society. It doesn’t matter how a village in a domain of endless night grows crops, but it does matter that the supplies are about to run
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Staff of Flowers Staff, common This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil
within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. Rubblebelt Stalker
Medium humanoid (any
(+2)
CHA
8(−1)
Skills Athletics +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Ambusher. In the first
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its
Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 13 (10,000 XP)
Two Heads. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
common structures of the domain and the magic that helped create them is clearly beyond the reach of mere mortals to create or destroy. Dark Fantasy Adventure Sites d8 Adventure Site
1 An
expanding labyrinth that grows to protect the evil imprisoned at its heart
2 A forest where every tree grows from the body of a mummified hero
3 A magical factory that distills living beings
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
10(+0)
WIS
14(+2)
CHA
13(+1)
Skills Animal Handling +4, Nature +2, Perception +4
Senses passive Perception 14
Languages Common plus any one language
Challenge 1 (200 XP
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hardened the nomads’ determination to survive. By following herds for their food and occasionally restocking on wood, the Reghed can get by without relying on trade. They shun Ten-Towns and expect to
glorify the nomads’ outlook on life are common pastimes (see the “Reghed Stories” sidebar), as is sharpening weapons. Food is critical, of course, and certain beasts of the tundra are staples among the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Flowers Staff, Common This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or
soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. People of Zinda. Humans make up the majority of Zinda’s population and have skin tones ranging from light brown to black. Their hair grows in spiral curls; most grow it long and wear it tucked beneath
Zindanese citizens speak Common and N’warian. Many Zindanese also speak Draconic, since the power and wealth typically attributed to dragons are considered virtuous to the Kings of Coin.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Red Ruin
Medium Humanoid, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 150 (20d8
+8, Perception +6
Damage Resistances fire
Senses passive Perception 16
Languages Common, Draconic
Challenge 10 (5,900 XP) Proficiency Bonus +4
Draconic Devotion. While Red Ruin can see a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs’ superiority
11 (+0)
CHA
12 (+1)
Skills Intimidation +5, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The
legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cult of Chaos into shape. Narthus’s feral nature leads some cultists to speculate that he was raised by wild animals. Ivlis prizes Narthus for his obsequity and morbid fascinations. He grows the
Medicine +4, Religion +2
Gear Chain Shirt, Mace
Senses Passive Perception 12
Languages Common
CR 1 (XP 200; PB +2)
Actions
Multiattack. Narthus makes two attacks using Vile Mace or Fateful
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
moss that grows in warm and damp areas, ormu is particularly common near steam tunnels and vents. It sheds dim light in a 5-foot radius, and can be harvested, dried, and made into a phosphorescent powder
Exotic Fungi The fungi species described in this section have strange properties but no nutritional value. Nightlight A nightlight is a tall and tube-shaped bioluminescent mushroom that grows to a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
appendix A) who speaks Celestial, Common, Draconic, and Elvish, and can cast Speak with Dead at will. She introduces herself and asks to speak with the characters in private. The characters can slip into an
, Sarusanda is indifferent but wary. Sarusanda explains that she is a member of the Ulmist Inquisition, an organization dedicated to rooting out evil throughout the multiverse. She asks the characters what
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
dragon’s domain grows as it ranges farther across the land, preying on anything it can catch with its claws or freeze to death with its icy breath. Sightings of the dragon are becoming more common
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Metallic Peacekeeper When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic
Common, Draconic, telepathy 30 ft.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Immutable Form. The peacekeeper is immune to any spell or effect that would alter its form.
Telepathic Bond. While
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Rifts Features The following features are common in each of the three Far Realm rifts. Strange Stone The terrain of the Far Realm rifts appears to be moist stone. If damaged, the stone
they’re being watched. Gnawbles The rifts connect to different parts of the Far Realm, but they all have one thing in common: somewhere in each rift, the fanatics’ magical bolstering rune has faded and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goals, you may still prefer to use trickery and cunning instead of relying on honesty or brute force. Zil gnomes typically use the forest gnome subrace. The natural illusionist trait is a part of
daily life in Zilargo, used both for entertainment and for trickery. The Thurimbar rod is a common magic item that amplifies this natural gift for purposes of creating music. The power to speak with small
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture
Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Innate Spellcasting. The lamia’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.; Passive Perception 10
Languages Common, Goblin
CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies
Gear Greatsword, Half-Plate Armor, Longbow
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 3 (XP 700; PB +2)
Traits
Aura of Authority. While in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes
Throws Str +7, Con +6
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages understands Common and Draconic but can’t speak
Challenge 6 (2,300 XP) Proficiency