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                        Returning 6 results for 'deserts inherit are blade'.
                    
                
                        
                            
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                                                    Genasi
                                                    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
                                                
                                            
                                                
                                                     audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Earth Genasi Traits Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the
                                                
                                            
                                                
                                                     walking speed on the ground or a floor. Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
                                                
                                            
                                                
                                                     times, the efreeti can’t do so again for 365 days.
 Actions
 Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
 Heated Blade. Melee Attack Roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    , you huddle by my side. I destroy, I dance; I forge swords, I eat plants. Click to see the answer! Flames
 I have teeth yet cannot bite. I have no blade, yet I’m worth more to most adventurers than any
                                                
                                            
                                                
                                                     have me, from end to end. Click to see the answer! Balance
 I’m the final claimer of kingdoms, the true profiteer of war. But each city I inherit crumbles till there’s nothing more. Click to see the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Thri-kreen Thri-kreen wander the deserts and savannas of the world, avoiding all other races. Thri-Kreen Communication. Thri-kreen employ a language without words. To show emotion and reaction, a
                                                
                                            
                                                
                                                    -handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon).
 A thri-kreen armed with a gythka and chatkchas gains the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
                                                
                                            
                                                
                                                     trap, or failing to disarm it, triggers the trap. When the trap is triggered, a scything blade swings up, striking at any creature within 5 feet of the front of the chest. Affected creatures must make a
                                                
                                            
                                        





