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                        Returning 22 results for 'deep instincts are blink'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
                                                
                                            
                                                
                                                     portion of an amethyst dragon’s hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm’s movement.
3
An ancient amethyst dragon is
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: blink
                                                
                                            
                                                
                                                     about the multiverse.
3
A young amethyst dragon wants to take over the cavern lair of a hydra.
4
A deep pool in a young amethyst dragon;young amethyst dragon's lair leads to the underground
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
                                                
                                            
                                                
                                                     the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
                                                
                                            
                                        
                                                    Shifter
                                                    
    
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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->Out of the Abyss
                                                    
                                                
                                            
                                                    Oozing Royalty When the characters defeat the last group of oozes, but before they reach area 30, the Pudding King appears. The insane, slime-covered deep gnome points at you and cackles. “Devour
                                                
                                            
                                                
                                                    : blink, dispel magic, gaseous form, major image, protection from energy, slow, tongues, water breathing
 4th level: blight, fabricate, fire shield, hallucinatory terrain, locate creature, phantasmal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     deep forest. The interior is empty aside from a large cast-iron oven. 26 1 couatl 27–28 1d4 ogres or 1d6 + 2 half-ogres 29–30 1 gnoll pack lord with 1d4 + 1 giant hyenas 31–32 1d6 wererats 33 1d4
                                                
                                            
                                                
                                                     1d6 + 2 dryads 43 1d4 giant elk 44 1d8 + 1 harpies 45–46 1 bandit captain with 1 druid and 1d6 + 5 bandits 47–48 2d4 dire wolves 49–50 2d4 bugbears 51–52 2d4 centaurs 53–54 3d10 blink dogs 55–56 1d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun.  Random Encounters in Thither   d8 Encounter   1 Blink dogs 2
                                                
                                            
                                                
                                                     Buttered campestri 3 Centaur 4 Doomed dryad 5 Grandfather tree 6 Jabberwock’s trail 7 Owlbear and chariot 8 Pixies  Blink Dogs The characters spot 1d6 + 2 blink dogs 60 feet ahead of them. Characters who
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     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->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->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->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
 When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
                                                
                                            
                                                
                                                     into the eyepiece sees the entirety of the miles-deep Briny Pool (see chapter 8). The mind-shatteringly expansive view of the pool that birthed Ilvaash is dangerous. The viewer is targeted by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.
 “You shouldn’t be here,” echoes a familiar voice in
                                                
                                            
                                                
                                                     background, including Aphelion’s role in it all. The supercomputer exudes arrogance and a deep disdain for non-machines, gloating about how it manipulated the characters into removing the last obstacle in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     pixie), the Party Pixie. A miniature monarchy, Ewrendar crowns its leader based on how hard they can party in a tournament of unhinged jubilance. Widow’s Henge Deep in Sylvania’s woods, a secluded
                                                
                                            
                                                
                                                     help in choosing her next partner. 2 A jolly halfling invites the characters to a tea party at their woodland cottage. The halfling is actually a green hag intent on eating her guests. 3 A blink dog
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     spelljamming ship, the Verdant Branch, was attacked by space pirates, he escaped on a lifeboat with his best friend, a blink dog named Ikasa, as well as a treant named Redbud, who had grown into the lifeboat’s
                                                
                                            
                                                
                                                     into the Lambent Zenith’s wreck to feed off Havock. Redbud’s main purpose now is protecting the blink dog Ikasa (found in area Z11), who remains trapped aboard the lifeboat. Interacting with Redbud
                                                
                                            
                                        
                                                     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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     characters use the “Rime of the Frostmaiden” to cut a path to the dungeon. Reading the poem creates an opening in the ice wall that’s 100 feet high, 30 feet wide, and 20 feet deep. A tunnel at the back
                                                
                                            
                                                
                                                     use its Poison Breath in this state, nor can it speak. It can communicate by blinking the lights in its eyes—one blink for no, two blinks for yes, three blinks for “I don’t know.” It understands Elvish
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     encased deep in the ice of Stygia as punishment. He rules this layer all the same, communicating telepathically with his followers and servants, both in the Nine Hells and on the Material Plane
                                                
                                            
                                                
                                                     demeanor. He trades in souls, as do other archdevils, but he rarely gives his time to any creatures not worthy of his personal attention. His instincts are as razor sharp as Cania’s frigid winds, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , stirge, tribal warrior, twig blight 1/8 (25 XP) Blink dog, boar, constrictor snake, elk, giant badger, giant bat, giant frog, giant lizard, giant owl, giant poisonous snake, giant wolf spider
                                                
                                            
                                                
                                                    , winged kobold 1/4 (50 XP) Darkmantle, deep gnome (Svirfneblin), gas spore, gray ooze, hobgoblin, magma mephit, myconid adult, orc, piercer, rust monster, scout, shadow, swarm of insects 1/2 (100 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Loch Wynnis via the fey crossing: You stand in a fountain of illusory water on a cobblestone patio. Colorful globes of light bob in the air, dancing in time with the stars that blink on the twilit
                                                
                                            
                                                
                                                     wide, 5 feet deep, and filled with frigid water. When a creature other than Zorhanna enters the water for the first time on a turn or starts its turn there, it must make a DC 17 Constitution saving
                                                
                                            
                                        





