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Returning 35 results for 'drawing senses race'.
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Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
, Paralyzed, Petrified, Poisoned, Unconscious
Senses Truesight 60 ft.; Passive Perception 13
Languages All languages known to its summoner
CR None (XP 0; PB equals its summoner’s)
Traits
Incorporeal
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the
for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
Species
Mordenkainen Presents: Monsters of the Multiverse
exuberance with them and learning new languages as they went.
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
Shapechange
Legacy
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Spells
Basic Rules (2014)
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
Hexblood
Legacy
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Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
Half-Elf
Legacy
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Species
Basic Rules (2014)
, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
-Lashtavar.
—Lakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori
with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, drawing on player character rules from the Player’s Handbook and other D&D books. This chapter adds to that wealth of options with the material in the following sections: “Race Option” presents the
owlin, a character race option perfect for playing an owl-like student. “Choosing a College” gives advice on building a character for adventuring in Strixhaven. “Strixhaven Backgrounds” presents a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as
Senses. You have proficiency in the Perception skill. Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Race or Subrace This section teaches you how to modify existing races, as well as create new ones. The most important step in customizing or designing races for your campaign is to start
with the story behind the race or subrace you wish to create. Having a firm idea of a race’s story in your campaign will help you make decisions during the creation process. Ask yourself several
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Commoner Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0
)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages any one (usually Common)
Challenge 0 (10 XP)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Commoner Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits. Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30
ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages any one language (usually
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Commoner Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits. Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30
ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages any one language (usually
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Noble Noble
Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
11(+0)
INT
12(+1
)
WIS
14(+2)
CHA
16(+3)
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages any two languages
Challenge 1/8 (25 XP)
Actions
Rapier. Melee
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Bandit Bandit
Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cultist Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
10(+0
)
INT
10(+0)
WIS
11(+0)
CHA
10(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Dark
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Guard Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Guard
Medium humanoid (any race), any alignment
Armor Class 16
Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Shifter
Legacy
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Species
Eberron: Rising from the Last War
heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Cultist Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs. Cultist
Medium humanoid (any race), any nongood
(+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one (usually Common)
Challenge 1/8 (25 XP)
Devotion. The cultist has advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Bandit Bandit
Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP) Proficiency Bonus
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Veteran Veteran
Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Acolyte Acolyte
Medium Humanoid (Any Race), Any Alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10
(+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Veteran Veterans include soldiers retired from military service and warriors who never served anyone but themselves. Veteran
Medium humanoid (any race), any alignment
Armor Class 17 (splint
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)
Actions
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
)
CON
12(+1)
INT
14(+2)
WIS
11(+0)
CHA
15(+2)
Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses passive Perception 10
Languages any one language (usually Common
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
or heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
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->Monster Manual (2014)
Thug Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Thug
Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
14(+2)
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Veteran Veteran
Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2
)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Berserker Unpredictable berserkers come together in war parties and seek conflict wherever they can find it. Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor
)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (−1)
WIS
11 (+0)
CHA
9 (−1)
Senses passive Perception 10