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Returning 14 results for 'confusing relate granting to have ranges'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.Masters of their innate illusory powers, irda
;ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions.
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
upgrades for a franchise headquarters, and more. This chapter also introduces company positions — a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
upgrades for a franchise headquarters, and more. This chapter also introduces company positions — a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
merchants relate this information to anyone who buys a fruit, always downplaying potentially negative side effects. Fey Fruit Effects d10 Effect 1 Every 10 minutes, the creature must eat another fey
turns into a faerie dragon, as if by a True Polymorph spell that has a duration of 24 hours. 6 Regenerative bark covers the creature’s skin, granting the effects of a Barkskin spell for 24 hours. 7 The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
merchants relate this information to anyone who buys a fruit, always downplaying potentially negative side effects. Fey Fruit Effects d10 Effect 1 Every 10 minutes, the creature must eat another fey
turns into a faerie dragon, as if by a True Polymorph spell that has a duration of 24 hours. 6 Regenerative bark covers the creature’s skin, granting the effects of a Barkskin spell for 24 hours. 7 The
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions. Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges
targeted by an attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions. Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges
targeted by an attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
experience glimpses of the immediate future flashing through their minds. At the start of the second round, each creature in the room can use a bonus action to focus on the future, granting advantage on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
experience glimpses of the immediate future flashing through their minds. At the start of the second round, each creature in the room can use a bonus action to focus on the future, granting advantage on
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
characters are here to fight the cultists, they eagerly relate everything they know about the layout of the mines and the guards in area M18. The commoners also know where the crypt (area M20) and the Hall of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
characters are here to fight the cultists, they eagerly relate everything they know about the layout of the mines and the guards in area M18. The commoners also know where the crypt (area M20) and the Hall of