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Returning 35 results for 'giant real'.
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Magic Items
Dungeon Master’s Guide (2024)
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
–06
Archmage
07–09
Assassin
10–12
Bandit Captain
13–15
Beholder
16–18
Berserker
19–21
Bugbear Warrior
22–24
Cloud Giant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
Monsters
The Book of Many Things
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his humanoid form if he dies.
Cunning Action. Delour takes the Dash, Disengage, or Hide action.
Monsters
Acquisitions Incorporated
powers. But one thing all agree on is that ending up a meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.
Though the deep crow most immediately
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Goose Mother is real.
Centuries ago, an enterprising witch created a frothy stew composed of hydra’s blood and goose feathers. It is from this noxious slurry that the Goose Mother was born. Within
, you can use the Goose Egg Trinket table to determine the contents of one of the Goose Mother’s eggs that isn’t destined to hatch into a goose or a giant goose (also described in that book).
Monsters
Fizban's Treasury of Dragons
not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good
threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area
Monsters
Fizban's Treasury of Dragons
tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire
unless the authorities find and turn over a thief who stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence
Monsters
Fizban's Treasury of Dragons
unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real
beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon’s food supply
Monsters
Fizban's Treasury of Dragons
, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
of hearts
Druid
Ten of hearts
Cloud giant
Nine of hearts
Ettin
Eight of hearts
Bugbear
Two of hearts
Goblin
Ace of diamonds
Beholder
King of diamonds
Archmage and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
that exist (or existed) in the real world. You can find descriptions of these creatures in dictionaries or other educational sources, or you might create new roles for them in your D&D worlds. Use these
stat blocks to represent the creatures they’re named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might
Compendium
- Sources->Dungeons & Dragons->Monster Manual
that exist (or existed) in the real world. You can find descriptions of these creatures in dictionaries or other educational sources, or you might create new roles for them in your D&D worlds. Use these
stat blocks to represent the creatures they’re named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Wall of Gemstones Carved into the northeast wall is a fresco that depicts dwarves tossing gems into the mouth of a giant xorn. Treasure The gemstones in the fresco are real and can be pried from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Wall of Gemstones Carved into the northeast wall is a fresco that depicts dwarves tossing gems into the mouth of a giant xorn. Treasure The gemstones in the fresco are real and can be pried from
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Stone Giant Dreamwalker The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Stone Giant Dreamwalker The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
shows the average life span of each kind of giant within the ordning. (Other creatures of the Giant type live about as long as humans, on average.) In keeping with their long life spans, giants tend
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
shows the average life span of each kind of giant within the ordning. (Other creatures of the Giant type live about as long as humans, on average.) In keeping with their long life spans, giants tend
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
mountain goat heads, an elk’s head with a 10-point rack, a giant eagle’s head and talons, a metallic bull’s head, a griffon’s head and foreclaws, and the head of a white-furred boar with tusks as long as
daggers. The room seems otherwise deserted.
The metallic bull’s head is a gorgon, and the trophies are all real, though not valuable except as curiosities. Treasure The tapestry here is worth about 400
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
mountain goat heads, an elk’s head with a 10-point rack, a giant eagle’s head and talons, a metallic bull’s head, a griffon’s head and foreclaws, and the head of a white-furred boar with tusks as long as
daggers. The room seems otherwise deserted.
The metallic bull’s head is a gorgon, and the trophies are all real, though not valuable except as curiosities. Treasure The tapestry here is worth about 400
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Moon knows the Rite of the Wicker Giant, a ritual that can restore nature’s balance in the troubled region. Several groups have set up camps on the slopes below Scarlet Moon Hall, waiting for Elizar to
is one of festive anticipation. Real druids here are excited to meet their fellows and learn from the mysterious but powerful Elizar.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Moon knows the Rite of the Wicker Giant, a ritual that can restore nature’s balance in the troubled region. Several groups have set up camps on the slopes below Scarlet Moon Hall, waiting for Elizar to
is one of festive anticipation. Real druids here are excited to meet their fellows and learn from the mysterious but powerful Elizar.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move
Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move
Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move
Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move
Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Travel-Montage Approach Sometimes the destination is more important than the journey. If the purpose of a wilderness trek is to get the characters to where the real adventure happens, gloss over the
(in fact, that’s a good phrase to search for) both real and fantastical. As striking as real-world scenery can be, wilderness travel can be used to remind the players that their characters are in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Travel-Montage Approach Sometimes the destination is more important than the journey. If the purpose of a wilderness trek is to get the characters to where the real adventure happens, gloss over the
(in fact, that’s a good phrase to search for) both real and fantastical. As striking as real-world scenery can be, wilderness travel can be used to remind the players that their characters are in a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
it. On a failure, a character mistakes it for a real giant spider. This place is a shrine to Lolth, the drow’s spider goddess, and also serves as quarters for Asha, the junior priestess. She tends the
is a giant spider trained and kept by the priestesses. The cushions give the spider sufficient concealment to hide from anyone entering the tower from the front. A character must succeed on a Wisdom
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Stone Giant Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance
.
In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Stone Giant Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance
.
In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement