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Returning 35 results for 'decide intentions are beings'.
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Monsters
Mythic Odysseys of Theros
Returned’s intentions or sincerity are made with disadvantage.Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one
, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping
Monsters
Mythic Odysseys of Theros
thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless
Monsters
Mythic Odysseys of Theros
thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping
Monsters
Mythic Odysseys of Theros
Returned’s intentions or sincerity are made with disadvantage.Multiattack. The Returned makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings
Species
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
glide. Hadozees wrap these wings around themselves to keep warm.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one
Species
Spelljammer: Adventures in Space
Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
Firbolg
Legacy
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Species
Volo's Guide to Monsters
’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.
If these
of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
, determined to find a greater purpose.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s
Species
Spelljammer: Adventures in Space
Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
vestiges of dead, hateful gods—beings that aspire to re-create past depravities and manipulate mortals to fulfill unspeakable agendas. Various evil forces set their intentions upon the Amber Temple
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Followers Certain dragons act like they’re in danger of forgetting their own grandeur unless they’re surrounded with beings they can demean. I’ve found, on the contrary, that those scorned by others
encounter and adventure design. As you craft an encounter, an adventure, or an entire campaign around a dragon, you can decide how many creatures are in the dragon’s service.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gods and Divine Magic Divine magic—which includes the spells cast by Clerics, Druids, Paladins, and Rangers—is mediated through beings and forces that are categorized as divine. These can include
universe. These beings and forces grant characters the power to wield the magic of their planar domains. For game purposes, wielding divine power isn’t dependent on the gods’ ongoing approval or the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nylea’s Villains From Nylea’s perspective, her desires are benign, but her unwillingness to favor sapient beings over wild animals and plants sometimes makes her a figure of menace. Those who dwell
in permanent settlements often do not understand or appreciate the boundaries Nylea sets, and can run afoul of her even with the best intentions. Nylea’s followers might obsess over the idea of wiping
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
enforcers of that god’s will.
Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.
Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Archpriest By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
when the party arrives. Arriving characters are questioned to determine their intentions. The guards are thorough but not threatening; as long as the characters seem benign, they are granted entry. Four
fleeing the drow, the guards decide that Chief Dorbo Diggermattock should hear their tale. The armed escort that brings the characters into the settlement leads them to an audience with the chief in area 14.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nyxborn Creatures Just as the gods are born of Nyx, so are many creatures. Nyxborn creatures are beings of legend, some the subjects of hopeful dreams and others the product of nightmares. They come
never were and repeat legends that glorify historic individuals, Nyxborn creatures of those stories might arise. Whether monsters, manifestations of long-dead mortals, or other beings, Nyxborn creatures
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
interesting stories can emerge if you decide to refuse an assignment. Even a patron that isn’t heavy-handed can significantly motivate your group. Maybe you’ll seek adventures based on what pleases your
patron and so earn a reward. A university, for example, might not send you on a particular mission, but you might decide to follow leads to an ancient artifact hoping the university might reward you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Dark Powers Unfathomable, hidden forces manipulate life, death, and reality within Ravenloft. These mysterious, deathless beings are the architects of the Domains of Dread, and have secreted
Ravenloft, but they are unknown to mortals and desire no worship. Despite the control the Dark Powers exert, these beings remain distant from the domains they manipulate. Although some of their names
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
firbolgs’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better. If these
of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the spirits within the house respond. To do this, subtly guide the planchette on the spirit board or otherwise make the spirits’ intentions known. Use the investigator who isn’t running the séance to
information conveyed in these encounters. You may run more séances as you see fit. Unanswered Questions. Decide what questions a spirit will or won’t answer. If a spirit chooses not to answer a question, they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes
any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.
Actions
Scimitar. Melee
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
occasional family heirloom. It’s up to you to decide how pervasive magic is in a domain, choosing whether a dearth or an excess of magic is more terrifying. Rarity of Magic. In domains where
. How these changes manifest are for you to decide and can shift from domain to domain. Do summoned creatures appear undead in one domain or violently mutated in another? Do divination spells rasp in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beings, such as the sphinx Medomai, an oracle like Atris or Kydele, or a repository of mystical knowledge. Some heroes are born with supernatural power or born as a result of supernatural events. A
character in Theros begins with one supernatural gift chosen from those in this section. Work with the DM to decide where your character’s gift came from. Is it tied to the god you serve? Was it the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Secrets Hazem Ameen Sphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a
ascertain its intentions or sincerity are made with Disadvantage.
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and longing a matter for judges to decide? The heart knows what the soul wants.
— Amlaruil Moonflower, Last Queen of Evermeet
Long before elves existed, Corellon danced from world to world and
through no matter which form the entity took. Corellon loved wholeheartedly, broke oaths without reservation, and took pleasure from every encounter with the other divine beings of the multiverse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
interact with, whether as allies, members, or enemies. As a starting point, decide what role you want an organization to play in the world. What is it all about? What are its goals? Who founded it and why
region, gathering information on a powerful individual or organization, and determining the true intentions of an ambitious political figure or evil spellcaster.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Don’t feed yourself to their machine!”
–Legis, former Council of Anarchy member before being imprisoned in Mechanus
As the characters approach Automata, read the following description: Rigid beings
in for the long haul of Mechanus bureaucracy, word filters through the administration’s ranks until Aristimus hears about the characters and comes to investigate their intentions after 1d4 hours
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
position to help you through status, influence, or magic. Information. The most precious reward most immortals can give is a tidbit of their ages-spanning knowledge. Immortal beings often know secrets
morsel of information that sets you off in pursuit of more. Magic. Immortal beings often have access to vast stores of magic, including their own spells and secret caches of magic items. They are mindful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of similar rarity (subject to your approval). House Moonstar offers to fund any future expedition the characters decide to mount, providing maps, caravan services, and NPC followers as needed. House
of the telepathic contact, learn its intentions, and put a quick and decisive end to it if those intentions are hostile. (The ulitharid awaits them on level 17.) If the party deals with the threat, Durnan promises to make sure the deed is never forgotten but offers no tangible reward.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, but their words are understandable. DM Option: Domain Languages. If you want to highlight the differences between domains, you can do away with Common and decide that the inhabitants of each domain
takes 250 days to gain mastery of a language, consider allowing characters to navigate basic social interactions—such as asking for directions or conveying peaceful intentions—after 7 days of training
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
took advantage of.
4 As a city comes under siege, a silver dragon must decide between solitude and saving the place where the dragon has lived so many lives.
5 In memory of a long friendship
dragon’s true identity. Silver dragons associate with just about any creatures, though, as long as they’re confident those creatures have good intentions—or could be convinced to change their ways. Silver
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, uncomfortable, and risky; at any point the hag might lose her temper and decide to pull out someone’s fingernails with her iron teeth. Hags look upon younger creatures from the perspective of a
lives, like busybodies with cruel intentions. Any time a hag agrees to help someone, the bargain includes a price to be paid, plus a hidden plan by which she sets the mortal up to fail, or a way that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. While they are in Undermountain, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function
his dungeon. Other times, he appears before them in the form of a spectral eye or some other magical force. Why does he tolerate adventurers in his home? What’s his aim? That’s for you to decide. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
running list of ideas as you decide on other aspects of your setting. What Factions and Organizations Are Prominent? Nations, temples, guilds, orders, secret societies, and colleges shape the social
gods, how involved are they in the world? Are they distant and detached beings, or do they appear before their worshipers and meddle in mortal affairs?






