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Returning 35 results for 'easily rarely'.
Monsters
The Wild Beyond the Witchlight
", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and
Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.
Not all harengons are mean-spirited bullies like the ones presented here
Monsters
The Wild Beyond the Witchlight
of its turns until this grapple ends. The doll can grapple only one creature at a time.A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each
or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds
Monsters
Mythic Odysseys of Theros
easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their
second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.
Those tritons
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
Monsters
The Wild Beyond the Witchlight
.)
Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by
the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.
Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
style of clothing.
Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
Blend into the Crowd
Halflings
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Backgrounds
Guildmasters’ Guide to Ravnica
smear the blood of my enemies over my skin.
7
I was, in fact, raised by maaka.
8
HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things
.]
3
I’m as stubborn as a batterboar.
4
I’m so convinced of my superiority over soft, civilized people that I’ll take great risks to prove it.
5
I’m easily
Backgrounds
Guildmasters’ Guide to Ravnica
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail.
8
Like a wild animal, I lash out viciously when I’m provoked — and I’m easily provoked
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
retaliation usually prevents them from trying to directly harm the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
the symbols used are rarely the same between different tribes and often make little sense to other creatures. Some possible status symbols are given in the Status Symbols table. A caste or a boss
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Library and Scriptorium Dwarves only rarely commit words to paper, making this dwarven library a rare find. Characters who make no effort to conceal their approach are detected by the creatures in
and scrolls in this room are brittle and fall apart easily. Most of the manuscripts describe the day-to-day religious observations of the priests of Dumathoin. A character who spends at least 1 hour
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies. Those tritons spread across the
stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod’s Villains It’s easy for servants of Heliod—and even the god himself—to take on a villainous role in the world. Heliod’s followers easily become obsessed with upholding justice at the price of
rarely associated with deadly monsters, more often with celestial messengers and noble creatures. Even so, adventures that bring characters into conflict with Heliod’s agents might pit them against
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the world. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely
creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it presents a link to a lost past is what gives that relic its value. Black dragons also love conventional treasures such as gems (particularly opals), precious metals that don’t corrode easily, and
stone sculptures. Because their lairs are inevitably slimy and dank, if not outright flooded, black dragons rarely have cloth, wood, or paper items unless such items are stored in watertight containers
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an
ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs’ infrequent mating.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and objects as easily as a mortal creature moves through fog.
A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little
friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.
Undead Commanders. A wraith can make an undead servant from the spirit of a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and easily controlled. The clever duergar threw off the long-ago attempt by the mind flayers to rule them and have been enemies of the illithids ever since. Grimlocks The first grimlocks were descended
from humans corrupted by mind flayers in ancient times, and today these sightless humanoids are among the illithids’ preferred servants. Grimlocks are easily cowed by mind flayers, because their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashwadhatu rarely engage in major conflicts—living in a land that constantly changes with the caprices of the riverines is precarious enough. The shadow of the lost city of Manivarsha hangs over the remaining
cities as a reminder that life in Shankhabhumi can easily be swept away. Power in each city is shared between three factions—fifteen senators who officially govern the affairs of the city-state; a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Swarm The leadership of the Golgari has undergone several major changes, but the nature of the swarm makes it easily adaptable to the churn of continuous cycles. Being alive isn’t a
. The machinations among elves, medusas, kraul, and other creatures rarely bring any significant improvement to the lives of the swarm’s countless members, but often cause disruption and occasionally
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any
, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other members of their tribe, but they are rarely affectionate with each other. Two kobolds who’ve known each other for over a decade might consider each other friends or enemies, but the strength of
this sentiment is much fainter than any comparable human emotion. Since most of their waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sloping ramps in addition to the tunnels, so the beholder can easily move its minions around as the need arises. Common rooms found in a beholder’s lair are described in the sections that follow. Central
stone wall. Most of these routes are blocked on both ends, preventing creatures from easily entering the lair through anywhere but the main entrance. The beholder, of course, can disintegrate these
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Dwarves don’t change their minds easily, and once set on a course rarely alter their strategy. Their commitment to following a plan serves them well when they build a stone bridge designed to last for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
stronghold. Island of Stability A well-built stronghold is an easily managed, tranquil environment where dwarves focus on rearing their families and pursuing their craft. Since the beginnings of their
other races that guard their territory by creating features that actively deter invaders, dwarves rarely use arrow traps, pit traps, and other such measures that could cause harm to clan members. They
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lanterns cast a gentle glow upon a tall, black object in the center of this room. Although one could easily mistake it for a statue, this object is actually the figurehead of a ship and is carved in
is gone (along with the ropes that seemed to bind it). The White Lady rarely manifests on land, and her ghost can be seen only by those who dared to summon it (as the characters did when they
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
obsidian heels, and her briefcase—a subservient mimic—snaps open to reveal a drooling maw of jagged teeth. Her Excellency rarely shows her true form and keeps her abilities secret, preferring to drain her
, Duchess Zurkbane’s senators—an easily manipulated quintet of bloated, self-important sycophants—help her maintain the illusion of a just government. An iron statue of Duchess Zurkbane stands in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Enterprises’ true headquarters is an expensive and well-appointed flagship called The Maverick. The ship sails constantly, rarely putting into port for security reasons. But the organization has a much
Molley (each a N male halfling), each using the spy stat block. The three spies use the mobility afforded by their Cunning Action to change targets, and can be easily goaded into focusing on the characters
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result
, it instead takes 17 (2d12 + 2) necrotic damage.
Returned Sentry Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
cosmos. Rarely, a morkoth learns to control its island’s movement, so the island goes wherever its master wishes. Primeval Hoarders. Morkoths are driven by greed and selfishness, mixed with a yearning
and are easily recovered. Entrances to the morkoth’s lair have an enchantment that the morkoth can activate or suppress at any time while it’s in its lair and not incapacitated. Any creature within 30
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
discovers a segment of the stone wall behind the altar easily shifts aside, revealing a passage leading to area C4. Characters who have the Stonecunning trait have advantage on this check. This door is
willing recipient of the spell.
More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
at the first possible opportunity. Have Lackeys Do the Work. A villain can easily postpone that first face-to-face confrontation with the adventurers by having lackeys soften the party up, all the
often some combination of these factors). These villains typically lurk in the shadows, pulling the strings of minions and partners while rarely making an appearance themselves. These villains are
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be avoided when the trap goes off. Delay. Some traps are designed to slow
tweak its effects to fit the trap’s nature. For instance, you can easily change the damage type a spell delivers or the saving throw it requires. Disarming a Simple Trap Only one successful ability