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Returning 35 results for 'concerned run gnomish to her rest'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.
Hunters are particularly skilled with the longbow, and they fire arrows with
viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.
Gnolls
Magic Items
Storm King's Thunder
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following
;t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb’s magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season
Backgrounds
The Wild Beyond the Witchlight
, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan
Equipment: A musical instrument (one of your choice), a set of
.
Feywild Visitor
Whenever you’re sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by
Monsters
The Wild Beyond the Witchlight
, without informing the rest of his family, Urmius bought a run-down carnival and persuaded Naeryx to help him operate it. Naeryx and Urmius—now calling themselves Mister Witch and Mister Light
Monsters
Mordenkainen Presents: Monsters of the Multiverse
others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided
Monsters
Mordenkainen Presents: Monsters of the Multiverse
might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
Monsters
Baldur’s Gate: Descent into Avernus
curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long
rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Summon Erinyes (1/Day). Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each
week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren’t incapacitated. When the
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
Monsters
Curse of Strahd
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
veins of topaz gemstones, particularly underground.
Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
plentiful crystal formations and veins of topaz gemstones, particularly underground.
Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a
monsters
Ambusher. In the first round of a combat, the Child of Belcorra has Advantage on attack rolls against any creature that began the combat surprise;surprised.
Gnomish Cunning. The Child of
Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every
monsters
Ambusher. In the first round of a combat, the Elder Child of Belcorra has Advantage on attack rolls against any creature that began the encounter surprise;surprised.
Gnomish Cunning. The Elder
regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
monsters
sinner can magically create a new one when he finishes a Long Rest.
Legendary Resistance (3/Day). If the sinner fails a saving throw, he can choose to succeed instead.
Overweening Pride. As a Bonus
of the lair, if the number rolled on a die to restore Hit Points is even, increase the number rolled by 1. If the number rolled is odd, reduce it by 1.
Run of Bad Luck. Within 1 mile of the lair, a
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can
when you select this race). Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Svirfneblin Camouflage. When you make a Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can
when you select this race). Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Svirfneblin Camouflage. When you make a Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a dozen modest rooms to rent in the back. The tavern is run by council member Skeldruff Plenk, who brews a much-lauded lager called Plenk’s Plenk. If the characters ask about Philpert in Uskarn
past several months. The people of Uskarn are understandably concerned if one of the peaceful hermits of the island has turned up dead. Though they have no money to offer as incentive, the villagers are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a dozen modest rooms to rent in the back. The tavern is run by council member Skeldruff Plenk, who brews a much-lauded lager called Plenk’s Plenk. If the characters ask about Philpert in Uskarn
past several months. The people of Uskarn are understandably concerned if one of the peaceful hermits of the island has turned up dead. Though they have no money to offer as incentive, the villagers are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Per Day If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Humanoid
Size: Small (about 3–4 feet tall)
Speed: 30 feet
As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Advantage on
Intelligence, Wisdom, and Charisma saving throws. Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Small (about 3–4 feet tall)
Speed: 30 feet
As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Advantage on Intelligence
, Wisdom, and Charisma saving throws. Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Small (about 3–4 feet tall)
Speed: 30 feet
As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Advantage on Intelligence
, Wisdom, and Charisma saving throws. Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Per Day If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Per Day If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Per Day If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Humanoid
Size: Small (about 3–4 feet tall)
Speed: 30 feet
As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Advantage on
Intelligence, Wisdom, and Charisma saving throws. Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Location and Timing This attack can occur anywhere. The cult has no concern for innocent bystanders, but the encounter will be easier for you to run without a panicking crowd to deal with. This
combat encounter should occur after a previous combat encounter has drained some of the characters’ resources, but before they can finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Location and Timing This attack can occur anywhere. The cult has no concern for innocent bystanders, but the encounter will be easier for you to run without a panicking crowd to deal with. This
combat encounter should occur after a previous combat encounter has drained some of the characters’ resources, but before they can finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters arrive, the people of Vogler are concerned with two things: kicking off the annual Kingfisher Festival and putting a local hero to rest. Before running this chapter, make sure each character has
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters arrive, the people of Vogler are concerned with two things: kicking off the annual Kingfisher Festival and putting a local hero to rest. Before running this chapter, make sure each character has