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Returning 35 results for 'composed race glowing to have relatively'.
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Monsters
Guildmasters’ Guide to Ravnica
medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine
cables, and its hands are scaly claws.
The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor.
Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
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 create a character using a race option
Halfling
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Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
races
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
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 Increases
When
Human
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
A Great Frog Race Characters following the student who invited them to the frog race are led to the fireside lounge (area F5) of Firejolt Café. As in the scene above, the student speaking in this
been pushed toward the wall and its chairs haphazardly tossed out of the way. In the middle of the room hop four unusual frogs. Each is glowing in vibrant colors—red, blue, violet, and orange—and has
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cosmic Horror Plots Adventures in cosmic horror realms are bleak, desperate affairs where the best one can hope for is to survive relatively intact. There is no stopping the ultimate evil, but
hydrophobic family.
7 Discover what is dragging the people of a hamlet out of their homes, garbing them in silver, and leading them into the surf to drown.
8 Learn why the bakers of a small town have started making pastries filled with a popular, delicious, and faintly glowing blue goo.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
Medium creatures, formed by a drying underground stream and dimly lit by glowing lichen. Upon entering the cavern of the grove, characters leave the horrors of the Underdark behind. They find
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
race), chaotic neutral
Armor Class 14 (piecemeal armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
STR
10(+0)
DEX
15(+2)
CON
12(+1)
INT
10(+0)
WIS
14
each of its turns.
Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble.
Siege Monster
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
produce a child, and for this reason such unions are forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline. No two aberrant
of the Mark, aberrant dragonmarks were few in number and relatively weak. But since the Mourning, aberrant marks have been appearing in greater numbers.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. As a fire genasi, you have the following traits. Creature Type. You are a
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wider exposure. Gnomes gladly socialize and work with humans, elves, and dwarves, but they always keep in mind that, as a small and relatively insignificant race, their interests can become secondary
Goblin
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
castes that give goblins their reputation for cowardice.
Pariahs. Some goblin families are the lowest of the low, composed of the most dimwitted, least educated, and weakest goblins. They get the worst
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the palace and throughout the citadel, is composed of 150 astral elf warriors and 30 astral elf honor guards (see Boo’s Astral Menagerie) of various alignments, with half that number on duty at any
moons, all orbiting a brightly glowing crystal orb that represents Xaryxis. A lawful evil, astral elf archmage named Magister Theraxana is here day and night, studying Wildspace systems that have been
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Race to Destruction After the characters despoil the third shrine in the Temple of Elemental Evil, the remaining cult sends a powerful force with a devastation orb from the Fane of the Eye (see
standing on a hillside above a small town. A circle of shadowy cultists stands nearby, gazing at a glowing orb in the center of the circle. The orb pulses, and you awaken with a start.
The threat to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Shadowlands (detailed in “Other Domains of Dread”) in search of evil to vanquish. Bold and proud, many members of the Circle inadvertently race toward dramatic tragedies. The more successful
would-be heroes. The Kargat and the Kargatane Darkon’s secret police, the Kargat, is composed of vampires and others supernaturally disposed toward intrigue. Since Azalin’s disappearance (see “Darkon
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragonmarked families produce a child, and for this reason such unions are absolutely forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline
persecution of innocents; but most feared the aberrants and stood by as the houses hunted them down. Ever since the War of the Mark, aberrant dragonmarks have been few in number and relatively week
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is
moldering condition, and they lend an air of high culture to the undercity court of the Golgari. Fungus Golgari territory is filled with creatures composed of fungus and detritus from the guild’s rot
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Undercity Medusa The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of
black, serpentine cables, and its hands are scaly claws. The gaze of a medusa’s glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yeth Hound Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to
about 5 feet tall at the shoulder and weighs around 400 pounds. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor. Yeth hounds make a ghastly baying sound that
Kobold
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Species
Volo's Guide to Monsters
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
written language composed of alphabetic symbols arranged in circular clusters called tir’su. Each “spoke” on the wheel corresponds to a letter of the alphabet. Each cluster of characters represents a single
word, and multiple tir’su connect to form phrases and sentences.
Githyanki and githzerai both speak Gith, but each race has a distinct dialect and accent. Similarly, the two races of gith
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
also sees itself as a savior of the mind flayer race and a living memorial that preserves the memories of the mind flayers’ prey. By its twisted logic, humanoids whose brains are devoured by the colony
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
. This supernatural glow emanates from deep within the Glowing Chasm, so far beneath the surface that its source hasn’t been identified. The mutated monsters that roam the Mournland seem drawn to this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the middle of the floor and join the battle. These elementals have veins of glowing purple crystal; each sheds bright light in a 15-foot radius and dim light for another 15 feet beyond that. G2
. Keltar and Gorx The walls of this circular chamber are thick with glowing crystals. In the middle of the room is a fat, egg-shaped creature with three arms, three legs, heavy-lidded eyes, and a wide
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dwarf-like human can live so deep below ground for only so long. Almost all of its citizens, regardless of race, honor Moradin and the dwarven gods, making Mirabar a dwarven city in spirit and ethics
dust. Still, despite the city’s overall wealth, there are rich and (relatively) poor Mirabarrans. Not everyone shares in the coin the city’s sales bring in, and wage workers whose income is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that feels like the interior of some vast, insectile organ. Dozens of pale, oblong masses lie piled at the room’s center, and a curved passage leads out of the space. Nearby, a glowing, oval portal
turns, ending the effect on itself on a success. Nexus of Dissolution. A sphere the size of a human head and composed of oversized centipede limbs encompasses a foul light. This sphere is a fraction
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creature retains its Hit Dice, hit points, racial traits (but not proficiencies granted by race), and all of its ability scores except for Intelligence. After the first stage of the process, the creature’s
groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
beholders have held the job). Most believe their leader is a member of a long-lived race, perhaps a dwarf or an elf. Some think the truth is more monstrous, and that the Xanathar is a drow or perhaps a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
moves its camp, coals from the hearth are kept glowing within shells and pots so they can be used to start the war hearth at the new encampment. Given a choice between occupying a site on the surface
and one that is wholly or partly underground, an orc chieftain typically opts for the latter. If the surface location happens to be a ruin left behind by another race, orcs are more likely to use it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in this room, standing on the glowing Key card in the floor. Key. The Key card in the floor fills the room with bright light. Anyone touching the card knows it can be used to return home; any character
Entrance. The entrance to the Void chamber (area 23) is hidden in this room, beneath the Key card. A character who examines the glowing Key card and succeeds on a DC 22 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
from behind the tipped-over table is a hulking, eight-legged reptile with glowing eyes.
A hostile basilisk is holed up in this room, having crawled down into the spire a few weeks ago. P15. Upside
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended
consumed. Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own