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Returning 35 results for 'details inherent are beasts'.
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Monsters
Mythic Odysseys of Theros
"} fire damage on a failed save, or half as much damage on a successful one.The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many
artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations.
The Akroans tell a tale of the first chimeraâs origin, wherein
Magic Items
Mythic Odysseys of Theros
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident canât be used again until the next dusk
Satyr
Legacy
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Species
Mythic Odysseys of Theros
civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish
for more details on the satyr homeland, the Skola Vale.
The Art of the Revel
The humans of the poleis generally think of satyrsâ revels as raucous bacchanals, where anything and everything
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forest Gnome As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities
. Ability Score Increase. Your Dexterity score increases by 1. Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They also keep appropriately sized animals as pets and beasts of burden, and they often share their living space with smaller people. As you create an encounter, adventure, or campaign involving
chapter 3) to flesh out the details of encounters with these giants. Giant Children
Generally, itâs a good idea to avoid situations where you treat a giant child as a monster. While even giant
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
could also save the lives of terrible beasts and unrepentant villains. The Pharikaâs Villains table suggests a variety of foes that might arise from among the godâs followers. Pharikaâs Villains d6
the beasts, Nylea sends dozens of hydras to seek revenge, catching innocents in the fray.
4 A town suffering from a plague seeks a cure from a cult fanatic of Pharika engaged in warlike research
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the sea, theyâre not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own. (RYAN PANCOAST) Born of
places, like the polis of Meletis, whole triton communities flourish among dryfolk neighbors. See chapter 3 for more details on the tritons of Meletis and the Siren Sea. Hand of Thassa While tritons
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.
âFind that first piece of the rod, my friends. The portal on the dais will take you to it. Once you locate the first piece, the magic inherent in the artifact will point you to the second piece, and then
information they havenât yet learned, including the details found in âMagic in the Sanctumâ earlier in this chapter. A Significant Lie In the guise of Mordenkainen, Kas has lied to the characters about the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
determined. See âArtifactsâ in chapter 7 of the Dungeon Masterâs Guide for details on randomly determined properties. Command the Deep. The bident holds the power to command the waves and its
. Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident canât be used
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
gods, it presents omens that might launch heroes on the road to adventure, details hundreds of plot hooks, includes maps of potential adventure locations, and presents a short introductory adventure
you can use to launch your campaign. Chapter 5 details treasures of Theros, including the artifacts of the gods, the magical inventions of renowned artisans, and various other devices infused with the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Chimera The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many artistic depictions represent chimeras as an amalgam of lion, ram
, and dragon, these beasts appear with nearly endless variations. The Akroans tell a tale of the first chimeraâs origin, wherein the god Keranos sought to test Nyleaâs favorite champion, Renata of Setessa
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shrine. Smaller inscriptions hidden underneath the carvings tell the story of how Iâjin (an almiraj) earned the ire of Oboâlaka (a zorbo) by spoiling a stew prepared for the god Ubtao. For details, see
âLegend of the Nine Gods." 10B. Puzzle Floor A ten-foot-wide hallway strikes off into the gloom. Carved tiles depicting various beasts decorate the hallway floor.
Give the players a copy of handout
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Elminster doesnât reveal what happened to Gromph, for heâs reluctant to divulge too much information about the future. If the characters press him for details, Elminster says only that many great
demon summoning and the inherent unpredictability of faerzress.â These echoes donât have much else to offer, although they can explain how the library works (see the âGravenhollow: General Features
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The prince has offered Kedjou the position the priest seeks if he helps Kirina take the throne. Barbs and Beasts Kedjou expresses delight at seeing Prince Simbon and respectfully greets the characters
called aurumvoraxes, but he declares this is impossible as theyâre long extinct in the region. He can share the following details about the creatures: Aurumvoraxes are gold-eating predators that once
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The corpses around the fort (map 2.4) are the remains of beasts and undead that attacked the camp. The camp dwellers took meat off the dead dinosaurs and other beasts to feed themselves, leaving the
undead but theyâre dangerous to Large and Huge beasts. The gatehouse is heavy enough to withstand a charging triceratops, and the gates are never opened without an express command from one of the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
basic details. If the characters are friendly to Nosey or promise to help him escape, he stays close to them and even fights alongside them. Bullywug Pursuers. Before the characters can leave or search
, brandishing Uniâs horn in one hand and a book in the other. Four enormous, wolflike beasts are gathered around the mosaic, their malevolent eyes fixed on their evil master.
When Kelek sees you, he snarls
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
chapter 3 for more details on Phoberos, the minotaur polis of Skophos, and various minotaur bands. Passion and Zeal Minotaurs are known for venting their outrage through violence, but they arenât
to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs arenât destined to a life of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within the burial chamber at the end of the hall, except vague details of the stone bier and the Elk beast altar at the bierâs head. Burial Chamber When the characters can see the burial chamber better
Elk still survive as totem beasts of contemporary Uthgardt tribes. The stone bier was the resting place of the Uthgardt chiefâs bones, which now lay scattered across the pedestal and upon the ground
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
now are full-fledged members of Vistani culture (see the âVistani Charactersâ sidebar for details). As they travel, members of a Vistani band walk, ride on horseback, and drive ledge wagons, stopping
possess the Mist Walker Dark Gift (see chapter 1), allowing them to make their way between domains. Vistani donât enter the Mists lightly, though, knowing that each such passage holds inherent danger
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies
chapter 3 for more details on the satyr homeland, the Skola Vale. The Art of the Revel The humans of the poleis generally think of satyrsâ revels as raucous bacchanals, where anything and everything
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
toward it while a member of a host, and when the host disbands, those grudges again come to the forefront. Hobgoblins have a code of honor. Its details vary from legion to legion, but itâs always
under their dominion, usually enslaved laborers or monsters that are pressed into service as battle beasts. When the need arises, they also work as scouts, sappers during sieges, and skirmishers on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
Dungeon Masterâs Guide) grows in 10-foot-tall hedges shaped like animals. 5 Rain on the island creates a beautiful melody. 6 All beasts on the island have truesight out to a range of 120 ft. Wild
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
next to one of them. A torch-bearing figure trudges up the stairs on the column nearest to the rowboat. Eight winged beasts with antlers shout and howl with laughter as they circle and wheel around it
details of her vision with Alagarthas, however, only after he stayed with her in the Feywild for at least one year. The prince saw a year of his life as a small price to pay, so he accepted the hagâs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
pass by. If pressed for more details, he says she was âsee-through.â
2 A priest from the Church of the Last Hope entreats the party to help find a patient whoâs wandered off.
3 An
valuable magic potions, and eagerly encourages his shoppers to investigate â and then return to tell him the story. Garynmor Stables and Menagerie As horses and other beasts of burden arenât allowed inside
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
details, he says she was âsee-through.â 2 A priest from the Church of the Last Hope entreats the party to help find a patient whoâs wandered off. 3 An obviously magical axe menaces passersby as it floats
As horses and other beasts of burden arenât allowed inside the city walls, the Outer City overflows with stables and hostlers, ranging from muddy pens to barns nicer than most inns. Of these, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Creatures of the Dreadwood gain advantage on all attacks against them for the next day and know the characterâs name and personal details, calling to them to journey deeper into the forest and serve
-diameter pit is filled with fetid seawater. Zombified starfish, anemones, and other tiny, harmless aquatic beasts dwell in the stinking pond. 6 A pile of rusted farm tools sits in the center of a 20
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the classâs description. Cantrips. You know two cantrips of your choice from the
. In addition, starting at level 8, you can adopt a form that has a Fly Speed. When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the classâs description. Cantrips. You know two cantrips of your choice from the
addition, starting at level 8, you can adopt a form that has a Fly Speed. When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vegetation might be its work.
Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter
their physical forms canât be fully perceived by mortals. Viewers perceive the same general impression of a daelkyr, but the details vary in ways that canât be controlled. For example, Belashyrra might
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character spends looking through the documents yields one of the following: Bribe. A tattered parchment details how a prisoner, jailed for stealing racehorses, was freed after a noble bribed a local
. A third contains harmless mammals, including jerboas, chinchillas, and a capybara. The last two cages each hold one displacer beast. The giant lizards, flying snakes, and displacer beasts are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
devil has a set of Dimensional Shackles hanging from its belt and might use them on an incapacitated enemy. 7: Talons This cavernous chamber smells like an animalâs den. Two talon beasts (see chapter 21
and Ruin trap in chapter 4 for complete details. This trap differs from the one described there in the following ways: Shorter Beam. The room and beam arenât as long. East to West. When the party
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Six displacer beasts dwell in the southeast lounge. Their den is a collection of bones, chewed-up power cables, shredded upholstery, and soiled uniforms. The displacer beasts are hungry and territorial
. The predators attack the characters on sight but flee if three or more of their clowder are slain. Amid the litter of the displacer beastsâ den are a violet key card and a jeweled necklace worth 375
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
-year old human prefers the company of animals to people and often speaks of her desire to help beasts conquer Faerûn.
Zuri Kimyak. Zuri is a short woman in her twenties with wild black hair dyed
treasure hoard (area C14), for she believes one day her ancient brain may no longer remember such details. C13. Claugiyliamatarâs Cavern Claugiyliamatar spends most of her time in this cavern, looking
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
table below to determine the nature of an available task. d6 Goal Foes Location 1 Recover stolen goods Goblins Hool Marshes 2 Apprehend a wanted criminal Wild beasts Hool Marshes 3 Rescue a captive
Brotherhood use the cabin above him for clandestine meetings. He knows the full details of their operation and Skerrinâs role in it. He trades this information for his freedom if confronted by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Any low-challenge cavern-dwelling beasts are perfect for prodding the adventurers along.
3. Traps This part of the underground complex contains a number of traps installed by the previous occupants
Intelligence (Investigation) check to recognize subtle details in the stonework revealing the trapâs area. When any creature touches the double doors, including to pick the lock, each creature standing in






