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Returning 35 results for 'crawling race get to her records'.
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Equipment
their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon; they use these get-togethers to show
off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.
Monsters
Fizban's Treasury of Dragons
least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards
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
Monsters
Fizban's Treasury of Dragons
, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
Backgrounds
Tomb of Annihilation
, and a pouch containing 25 gp
Dust Digger
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts
original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a
Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
tirelessly to get the best deal possible.
8
I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me
Monsters
Fizban's Treasury of Dragons
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
Monsters
Fizban's Treasury of Dragons
abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
Backgrounds
Sword Coast Adventurer's Guide
terrible or seek something incredibly important.
Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go south some more.” Of
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
monsters
Crawling Chaos sometimes contact these creatures, receiving dictates, omens, and secrets into the profane rituals dedicated to the Stalker Among the Stars. Hunting horrors are also summoned and bound to
force of a victim, weaving baleful magic into their fangs that corrupts the prey’s very essence. This taint necrotizes the flesh from within in mere moments. The first records concerning these
Tortle
Legacy
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Species
The Tortle Package
test, and make new acquaintances.
Life of a Tortle
A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend
wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some
Half-Elf
Legacy
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Species
Basic Rules (2014)
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Dwarf
Legacy
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Species
Basic Rules (2014)
field of battle centuries ago.
SLOW TO TRUST
Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is
a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.
Elves. “It’s not wise
Human
Legacy
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Species
Basic Rules (2014)
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
;
Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned
Halfling
Legacy
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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
communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
AFFABLE AND POSITIVE
Halflings try to get along with everyone else and are
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
can transform an individual into a more powerful type. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Archives Gravenhollow’s records are organized by rooms attuned to the past, the present, or the future. Each level has a random number of rooms, arranged without any apparent system other than the
library’s intuitive ability to direct visitors to where they want to go — or to where the library thinks they need to go. Accessing the Records The library keeps its records on stone and crystal slabs
Orc
Legacy
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Species
Volo's Guide to Monsters
react to them.
As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use
the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.
Every group of orcs has particular superstitions and recognizes certain omens
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Archives Gravenhollow’s records are organized by rooms attuned to the past, the present, or the future. Each level has a random number of rooms, arranged without any apparent system other than the
library’s intuitive ability to direct visitors to where they want to go — or to where the library thinks they need to go. Accessing the Records The library keeps its records on stone and crystal slabs
Compendium
- Sources->Dungeons & Dragons->One Grung Above
, playable race in the D&D Adventurers League, or any other campaign where the Dungeon Master hates amphibians with an excess of apostrophes in their names… and yes if you’re not immune to poison and you must touch the grung to heal it… you get to make a saving throw.
Compendium
- Sources->Dungeons & Dragons->One Grung Above
, playable race in the D&D Adventurers League, or any other campaign where the Dungeon Master hates amphibians with an excess of apostrophes in their names… and yes if you’re not immune to poison and you must touch the grung to heal it… you get to make a saving throw.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
you’ve chosen your race and class and recorded the benefits you get from them, you can proceed with the remaining steps of character creation as described in the Player’s Handbook.
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
you’ve chosen your race and class and recorded the benefits you get from them, you can proceed with the remaining steps of character creation as described in the Player’s Handbook.
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
experiments without interference. Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
recorded storm giant prophecies. Mind flayers and their dominated minions from the Fomorian Encounters table (see chapter 3) race the characters to the prize. Shipyard A fire giant shipwright is studying
the records in the circle with her apprentices and minions from the Fire Giant Encounters table (see chapter 3), puzzling out the secret of creating the flying ships used by the civilization that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
recorded storm giant prophecies. Mind flayers and their dominated minions from the Fomorian Encounters table (see chapter 3) race the characters to the prize. Shipyard A fire giant shipwright is studying
the records in the circle with her apprentices and minions from the Fire Giant Encounters table (see chapter 3), puzzling out the secret of creating the flying ships used by the civilization that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
experiments without interference. Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
group a Heward’s handy haversack they had stashed with tools in a nearby shed. The first character to open it, however, finds that a crawling claw has gotten itself trapped within. It tries to escape as
soon as it is detected. If Proclaimer Ward is with the party, the Proclaimer stays with the farmers to help them either get back on their feet or join Uncle Polder’s community.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
enough to erase an unpaid gambling loss. Racing Player characters might get involved in a dinosaur race, either through their own interest or because they’re approached by a racing team. In this case
harbor and the city’s four hills. Spectators are seldom injured, but it’s a dangerous sport for the dinosaurs and their riders. A typical race day has three races: one for four-legged beasts, one for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
group a Heward’s handy haversack they had stashed with tools in a nearby shed. The first character to open it, however, finds that a crawling claw has gotten itself trapped within. It tries to escape as
soon as it is detected. If Proclaimer Ward is with the party, the Proclaimer stays with the farmers to help them either get back on their feet or join Uncle Polder’s community.