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Returning 35 results for 'draws iron are born'.
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Monsters
Baldur’s Gate: Descent into Avernus
Iron Boots. While moving, the madcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the madcap is considered to be Medium. Also, wielding a heavy weapon doesn
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
Magic Items
Bigby Presents: Glory of the Giants
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud
Monsters
Mordenkainen's Fiendish Folio Volume 1
.
Wicked Tormentors. As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads
. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near.
Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other
Aasimar
Legacy
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Species
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had
Shifter
Legacy
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Species
Eberron: Rising from the Last War
also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still
you from using them at every opportunity.
7
You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8
You enjoy eating your
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Redcap A redcap is a homicidal fey creature born of blood lust. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is
+6, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan
Challenge 3 (700 XP)
Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Dwarves’ Den Tankard. A large iron tankard sculpture has torn loose from the 30-foot-high ceiling and fallen onto a stone table in the middle of the room, cracking it in half. Toppled stools
floor nearby.
This cast-iron tankard once hung from the ceiling by iron chains and is big enough for four dwarves to crawl inside. It weighs 1,500 pounds and makes a satisfying, bell-like clanging
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. The characters could also be drawn into this story if a noncombatant draws the Moon card and becomes a target for the Moonstalkers. Wanewort’s ritual tells her the name and location of anyone who
draws the Moon card. She also has contacts looking for anyone who can cast the Wish spell on their own. Once she has a target, she resorts to one of three tactics: Extortion. Wanewort scries on the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Redcap A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or
undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Redcap A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified
wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Redcap A redcap is a homicidal creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without reservation or regret. In the Feywild, or
gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, trousers of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Birthplace After establishing your parentage, you can determine where you were born by using the Birthplace table. (Modify the result or roll again if you get a result that’s inconsistent with what
, the water in the area freezing solid in midsummer, all the iron in the home rusting or turning to silver, or some other unusual event of your choice. d100 Location 01–50 Home 51–55 Home of a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
58. Cog of Rot A pungent stench fills this pentagonal room, the walls of which are covered with riveted sheets of iron. A wild garden full of sickly plants and rotting compost takes up most of the
straight up.
Whenever this room is rotated by the controls in area 61, the sprinkler draws water from the underground lake (area 65) to spray the plants in the room. Magic keeps the plants alive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q15. Cemetery Tucked behind the mansion is a fog-shrouded cemetery enclosed by a seven-foot-tall fence of wrought iron. In the northeast corner stands a mausoleum. If the beacon has not been lit (see
man with a thick mane of thistledown hair observing you from a high tower window. He draws the curtain and disappears from view. The strange man watches the characters through the southeast window of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Redcap A redcap is a homicidal fey creature born of blood lust. Although small, redcaps have formidable strength. In the Feywild, or in places where that plane touches another plane at a fey crossing
material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Even if a redcap wanted to be
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Nafas Kevin Glint The mighty djinni Nafas prepares to dispatch a threat within his sanctum Nafas is the breath of the multiverse, an ancient djinni born from the planar winds that blow through the
performances, and charming tales over tea. However, those who abuse the djinni’s hospitality or seek to bind him to their service with Iron Flasks or other magic provoke his tempestuous ire. When Nafas is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters might stumble across him as they explore his chambers. 2a. Water Pump In the center of this room is a rusted iron hand pump and a deep stone basin. This pump draws water from a spring
between levels of the dungeon. Using an action to crank the pump draws 1d4 + 1 gallons of potable water into the stone basin. 2b. Abandoned Laboratory This room is filled with dusty tables and cauldrons
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, shored-up wooden beams stretches across the chasm, between you and the archway to the courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining under the weight
sturdy, but a few of its boards are missing and it creaks and groans under any weight. Each time a creature other than Strahd or a horse that draws his carriage crosses the drawbridge, there is a 5
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
products of the iron mines on Dis and the workshops in the sprawling metropolis that shares the name of the layer. Dispater trusts no one and dislikes surprises. Since Zariel’s rise to power, he has taken
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall
the room’s iconography and orientation (the fact that it draws light from the east) can determine, with a successful DC 10 Intelligence (Religion) check, that the chapel is dedicated to a god of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by
north wall of the northern guard room is an iron lever that raises and lowers the elevator in area R2. R4. Hospital This chamber contains a dozen beds. Cabinets along the north wall hold enough
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright
, he often draws inspiration from history. What Leandro Knows Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dark corridor leads south, while a stone door with iron hinges and a brass knob stands to the east.
If the characters approach this area from the lake, read: A worked stone column stretches from the
shows no handles or hinges. Ropes lash a pair of rowboats to a dock post, and a rusty iron cage wallows in the slime, held afloat by chain and winch. Phosphorescent crabs gather at the bottom of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
as a sword of life stealing from the Abyssal Forest of Khar made of jagged, blackened steel. Shadows trail the blade, and it issues a hungry moan any time it draws blood. Trinkets from Khyber d10
dark iron 4 A small journal with leathery pages; any words you write in it slowly disappear 5 A four-sided die carved with strange markings 6 A cameo with the silhouette of an unknown species 7 A
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
the ledge, the drakes attack. If the drakes are spotted and attacked by characters on the ledge, they set up a howl that draws six kobolds and three winged kobolds from area 8. At least one of these
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
drakes attack. If the drakes are spotted and attacked by characters on the ledge, they set up a howl that draws six kobolds and three winged kobolds from area 8. At least one of these try to get past the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
warlord and bring back a Deck of Many Things and other trophies. 5 As an army besieges the abbey, a knight draws the Skull card from a Deck of Many Things. Skull-headed Undead appear and massacre
by the magic of a Deck of Many Things. A bell tower once stood high on the slope above the Feygrove, but the tower has collapsed. For centuries the massive iron bell has lain in the ruins, covered with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of a rare metal, willing to travel the world high and low in search of it. Even a deep gnome might be born with an irrepressible urge to leave the Underdark and join a group to pursue a life of shared
cautious, brings a sense of duty rather than a sense of humor to an adventuring group. With their grit and iron will, deep gnomes meet adversity with hammers, picks, and their dour, dry wit — or no wit at all — as their weapons of choice.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thick zurkhwood reinforced with iron bands. A window slit at eye level allows two human veterans stationed inside the doors to peer out into the cavern. They will not open the doors to strangers
Zhentarim warehouse contains a dozen iron storage sheds filled with neatly sorted merchandise. Two more sheds serve as quarters for Ghazrim DuLoc (a human noble) and his guards. Ten human thugs (minus any
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
female human Hellrider (use the veteran stat block). Reya speaks Common. Born in the land of Turmish, Reya came to the holy city of Elturel to train as a Hellrider when she was twelve. As a faithful
quest parallels theirs, she asks to join them as they prepare to visit Vanthampur Villa. If the characters reveal that they’re working for the Flaming Fist, Reya draws her longsword in a panic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Forge Level (X27-X37) X27. Giant Lizard Pens This corridor is lined with six arched cells, each sealed off with a latched iron gate. Housed in each cell is a big lizard fitted with riding gear.
The
from escaping, but they attack anyone outside the cells whom they don’t recognize. This dark corridor has narrow iron doors along the north wall and two similar doors at each end. An iron crossbar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
monsters to good use. They are unflinching in the face of death. Surrender is never an option. Earth cultists live and work underground. They craft weapons from stone or iron and “bathe” themselves in sand
everyone around him in contempt. Marlos began life as a human aristocrat, born into a wealthy Cormyrean family. He squandered his family’s wealth on endless self-indulgence, seeking more questionable forms






