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                        Returning 35 results for 'deep instincts are blend'.
                    
                
                        
                            
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                                        deep instincts are blood
                                    
                                
                                    
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                                        deep instances are bless
                                    
                                
                                    
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                                        deep instances are blends
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and
                                                
                                            
                                                
                                                     upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blade;night blades, whom Bhaal
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
                                                
                                            
                                                
                                                     digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except the deep forest, preferring to patrol ledges and cliffs in the mountains. Its
                                                
                                            
                                                
                                                     cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare.
Crag cats blend in with their surroundings. During winter, their fur
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in
                                                
                                            
                                                
                                                     the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause
                                                
                                            
                                                
                                                     power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blade;night blades, whom Bhaal blesses with
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    , and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
                                                
                                            
                                        
                                                    Shifter
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
                                                
                                            
                                                
                                                     world around them. Do they embrace their primal instincts or the path of civilization?
The Beast Within
Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Shifters  Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
                                                
                                            
                                                
                                                     features—a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
                                                
                                            
                                                
                                                     change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Trapper  A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
                                                
                                            
                                                
                                                     outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Deep Gnome (Svirfneblin) Deep gnomes, or svirfneblin, live far below the world’s surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity
                                                
                                            
                                                
                                                    . Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Trapper  A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
                                                
                                            
                                                
                                                     trapper’s ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Crag Cat The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except the deep forest, preferring to patrol ledges and cliffs in the
                                                
                                            
                                                
                                                     mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare. Crag cats blend in with their surroundings. During
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Crag Cat The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. Its
                                                
                                            
                                                
                                                     cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other prey. Crag cats blend in with natural surroundings. During the winter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     livestock and kidnapping residents. Troglodytes prefer to ambush prey and can change their scale color to blend in with their surroundings. They often climb along cavern walls or emerge from deep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Noteworthy Sites Dayawlongon is a tropical archipelago whose waters hold massive whirlpools that make boat travel between the islands challenging. Winding rivers, deep jungles, and mountains define
                                                
                                            
                                                
                                                     its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     deep, distinctive sound. The tuba is worth 30 gp and weighs 30 pounds. Kettle Drums. When struck, these two copper drums make a thunderous booming sound. Each drum is worth 50 gp and weighs 100
                                                
                                            
                                                
                                                     pounds. Stalagmite Organ. This monstrous pipe organ produces deep, earthy tones from its hollow stalagmites when its stone pedals are pumped and its marble keys are played. The music of the organ not only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     by a 2-foot-deep blanket of fog. Nine vampire spawn crawl under the fog and try to remain hidden until Keresta commands them to attack.
 Keresta Delvingstone. Keresta looks like a pale woman with a
                                                
                                            
                                                
                                                     form, she can pass through the cracks under doors and blend in with the fog to become effectively invisible. The abominable yeti and the vampire spawn fight to the death to protect Keresta, as does
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    The Emerald Enclave  Members of the Emerald Enclave are spread far and wide across the Sword Coast and the North. They usually operate in isolation, relying on their own abilities and instincts to
                                                
                                            
                                                
                                                     survive. Living deep in the wilderness demands great fortitude and the mastery of certain fighting and survival skills. Down in the Underdark, far from the wild lands, the Emerald Enclave must remain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     way to evade the watchful eyes of the Iron Gate. Kasshta Keep All but one of the monasteries of Adar lie concealed behind a blend of psychic and arcane techniques. Kasshta Keep refuses to hide from
                                                
                                            
                                                
                                                     foundation of a dozen shattered nations. Scholars consider the loss of these nations to be a tragedy… except for Ohr Kaluun. The lords of this ancient kingdom were driven by deep paranoia and an all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     corpulent bulk of tumorous skin than builds up in strange whorls all over the seer’s body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs — formed of some blend of
                                                
                                            
                                                
                                                    , frightened
 Senses darkvision 60 ft., passive Perception 19
 Languages Common, Deep Speech, Undercommon
 Challenge 13 (10,000 XP)
 Out-of-Phase Movement. The seer can move through other creatures and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their
                                                
                                            
                                                
                                                    
 Immunities Frightened
 Senses Darkvision 120 ft.; Passive Perception 12
 Languages Deep Speech, Undercommon
 CR 8 (XP 3,900; PB +3)
 Traits
 Light Sensitivity. While in Bright Light, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 Berlain’s notes, strewn across her desk, are a blend of arcane esoterica and insane pronouncements. All of it paints a picture of horrific experiments performed on living humanoids. A recently scrawled
                                                
                                            
                                                
                                                     as experimental subjects. Berlain is an archmage, with these changes: Berlain is a chaotic evil aberration who speaks Common, Deep Speech, Grell, and Undercommon. She has the polymorph spell prepared
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wide range of environments over the course of an adventure, and thus deal with a diverse
                                                
                                            
                                                
                                                     humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
                                                
                                            
                                                
                                                     pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     profit is never an end in and of itself, but whatever deep-seated personal goals you only ever talk about in the dead of night over a dying fire, those goals need financing. Your role as a defender and a
                                                
                                            
                                                
                                                     Allowed Your instinctive ability to blend into the natural background has applications even outside the wilderness. During business meetings with rivals or attempts to play nice with the nobility, being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     wererats. Infected with the curse of lycanthropy, neither deep gnome has entirely embraced it yet, and they struggle to control their wererat instincts and urges. They are fearful of what potential
                                                
                                            
                                                
                                                     Jimjar Deep gnome with a gambling problem Ront Orc bully Sarith Kzekarit Drow accused of murder Shuushar the Awakened Kuo-toa hermit and mystic Stool Myconid sprout Topsy and Turvy Deep gnome wererat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     parallel to a stone walkway. The sewage is 3 feet deep. Any creature immersed in it for 1 minute must succeed on a DC 11 Constitution saving throw or become infected with sewer plague (see “Diseases” in
                                                
                                            
                                                
                                                     B3 and B4. B3. Secret Doors Secret doors blend with the surrounding stonework on opposite sides of this sewer tunnel. One door opens into area B7, the other into area B10. Characters who have a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     at all times. Kleve can change its form to appear as any Small or Medium humanoid, sometimes taking on the appearance of a deep gnome servant or a drow assistant to Vizeran if it wants to blend in. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     Faunel where sapient animals overcome their instincts and live communally. If the characters converse with her, she shares the following information: She’s saddened to hear about Oka’s death but
                                                
                                            
                                                
                                                     their home in Eagles’ Aerie can direct the characters to their leader, Parvaz. Currently, the albatross is at a meeting place called Watcher’s Talon, deep in the forest. The most direct route to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     against a stone column at the edge of the fungi grove is a cowardly deep gnome named Flink. He suffers from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide
                                                
                                            
                                                
                                                    ) that makes him want to please his mistress, Yantha Coaxrock, and also causes him to be deathly afraid of her. He uses his Stone Camouflage feature to blend in with the rocky terrain, afraid that the drow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
                                                
                                            
                                                
                                                     come here. The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze. When the characters arrive, the Ooze Master assumes they are Thayan apprentices come to join him “in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated
                                                
                                            
                                                
                                                     battlefield. The followers of all three gods are a tribe’s raiders and ravagers — often the only part of an orc tribe that its victims ever see. Deep within the den of a tribe, far away from the war-hearth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     psychic
 Senses darkvision 60 ft., passive Perception 10
 Languages Deep Speech
 Challenge 1/4 (50 XP) Proficiency Bonus +2
 Aura of Shrieks. Creatures within 20 feet of the grue that aren’t Aberrations
                                                
                                            
                                                
                                                    , frightened
 Senses darkvision 60 ft., passive Perception 15
 Languages Deep Speech
 Challenge 10 (5,900 XP) Proficiency Bonus +4
 Psychic Mirror. If the hulk takes psychic damage, each creature
                                                
                                            
                                        





