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Returning 35 results for 'manner stretches with only are for for legs'.
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Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
only), protection from evil and goodThe least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles
Monsters
Phandelver and Below: The Shattered Obelisk
one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).Psychic
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants
“I see visions in the world around me that others do not.”
21–40
“I periodically slip into a catatonic state, staring off into the distance for long stretches at a time
Species
Van Richten’s Guide to Ravenloft
bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.
Faded Memories
Reborn suffer from some manner of discontinuity, an interruption of their lives or
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Faded Memories A reborn with a phantom limb takes aim. Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal
. Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the animated drow statues are destroyed, Muiral casts wall of force to attempt to separate one character from the others before crawling down to attack his lone prey. Destroying five legs of the
statue has not been destroyed. Drow restored in this manner have two goals: slay Muiral, and report back to their superior, Zress Orlezziir. The males are named Dhuurak, Jaratlab, Quenmourn, and Seldax. The females are Nizanna, Rezlyrr, Shynlue, and Zilvriss.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Decaton Modron The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their
manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If the decaton dies, its body disintegrates into dust, leaving
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached
protruding wolf’s snout and fangs. His arms and hands are human, but his legs and feet are leonine, and he has a donkey’s tail. He can barely speak Common, and his laugh sounds like a donkey’s bray. He
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
fin that protrudes from the middle of her back. Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough
“shelves,” there are all manner of odds and ends that might have been salvaged from the nearby sunken ships. Feel free to roll on the trinket table in the Player’s Handbook to populate these chamber
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is approached, it will advance waving its claws in an aggressive manner and speak. If any member of the party can understand Olman, an ancient language, the crayfish will be heard to say, “Who is this
companion. Creature. The boulder is in reality a huge shell inhabited by Kalka-Kylla (see appendix B), a giant hermit crab. The bamboo staff is one of its legs; a successful DC 15 Intelligence (Nature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pinned, face down, by rocks placed atop his arms, legs, and back. He is barefoot and wears ragged clothes.
Depending on what has happened in area T3, Grund (male half-orc thug) might be standing by
, thirsty, hungry, tired, and scared. The boy clams up in terror if he’s intimidated or bullied. If approached in a friendly manner, he first begs for food and water. He can offer the following information
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
of the door when this happens, the door wraps its tongue around the character and swallows the character whole. No attack roll or saving throw is required. A character “devoured” in this manner is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain 1 level of exhaustion. Unless it can move in some other manner, like riding a carpet of
; this should be the one controlling a carpet of flying if multiple creatures are on such a magic item. Bazaar Chase Complications d10 Complication 1 A taught line of pennants stretches across your
Equipment
value to a delerium geode. While Petrified in this manner, the creature is fully conscious and aware of its surroundings. If the delerium geode is used to create a magic item, the creature’s
Other Plane spell. The orb then disappears.
87–88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken
Equipment
equivalent in value to a delerium geode. While Petrified in this manner, the creature is fully conscious and aware of its surroundings. If the delerium geode is used to create a magic item, the creature
the Contact Other Plane spell. The orb then disappears.
87–88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are
Equipment
to a delerium geode. While Petrified in this manner, the creature is fully conscious and aware of its surroundings. If the delerium geode is used to create a magic item, the creature’s
Plane spell. The orb then disappears.
87–88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken with
Equipment
in value to a delerium geode. While Petrified in this manner, the creature is fully conscious and aware of its surroundings. If the delerium geode is used to create a magic item, the creature’s
Contact Other Plane spell. The orb then disappears.
87–88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
covered with glass vessels and books. Cabinets with glass doors line the walls, and they contain all manner of specimens. Just below the ceiling in the middle of the room, colorful globes circle each other
chair and stretches. It then follows the characters around the room, mewing at them. If they feed it or pet it and make a successful DC 10 Wisdom (Animal Handling) check, it follows them until combat
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached
, walls lined with utensils and shelves of ingredients, and all manner of pleasant odors. Two lanterns hang above a sturdy pine worktable in the middle of the clutter. A pot of soup bubbles on the hearth
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
, an adult bronze dragon, is chained to the back wall and floor of this spacious, windowless cell. Two locked manacles bind the dragon’s hind legs, preventing him from moving more than a few feet in
Equipment
value to a delerium geode. While Petrified in this manner, the creature is fully conscious and aware of its surroundings. If the delerium geode is used to create a magic item, the creature’s
Other Plane spell. The orb then disappears.
87–88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken
Equipment
value to a delerium geode. While Petrified in this manner, the creature is fully conscious and aware of its surroundings. If the delerium geode is used to create a magic item, the creature’s
Other Plane spell. The orb then disappears.
87–88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
that stretches from floor to ceiling. The cylinder of light continues upward into Landro’s leg.
Within the mushroom patch are two shriekers. The shriekers’ high-pitched screams might attract the
: Leg Shafts Each of Landro’s 130-foot-tall legs contains two 20-foot-diameter, cylindrical antigravity wells, one in its calf and one in its thigh, connected at the knee by a 20-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cages, their bellies are little more than concave spaces where the flesh stretches thin across their bones. Their arms, legs, and faces are similarly skeletal, and terrible welts cover their bodies
as cultists, they can rest here for a time. If the characters don’t mimic the manner of the cult (levitating, meditating, or practicing breathing exercises), any cultists present begin to ask
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
end of the corridor, a room covered in dust and webs opens up. Six mechanical cubes with arms and legs scurry about, disturbing the dust for what appears to be the first time in years. Each carries
opens, and a blast of musty, dust-choked air spills out from the room beyond. That dusty chamber holds three creatures that look like inverted pyramids with mechanical arms and legs, and another
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
with dark water about 2 feet deep. G19: Azfadiel Receiving Room The door leading from the wide tunnel bears a symbol of a coin with spider legs and the name “Azfadiel” in Elvish. A character who is
of tough silk over metal frames. Against the west wall stands a metal cabinet adorned with symbols of coins crawling on spider legs.
When the mind flayers attacked, the drow denizens moved the large
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Winding Way are denoted by letters on the map. Each type is described below. A. Trip Wire A wire stretches across the floor at ankle height. A character who has a passive Perception score of 16 or higher
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sits on a bench in this jail cell, shackled to the walls by her hands and legs. She holds her head in her hands, looking defeated.
This jail cell contains a bench and a bucket. The inhabitant is
area W12. W12: Sacred Web Hall An enormous web stretches across this open cavern’s center, its strands plastered over stalagmites and stalactites. Crawling on the web is a gigantic reptilian creature
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, treacherous ravines, featuring stretches of rough, ridged land surrounding tall mesas. Only scrub can manage to grow here, tenaciously clinging to the dry clay. Beneath this perilous territory — filled with
serpents and poisonous creatures of all manner — lie the Serpent Ways, a series of intricate, well-guarded tunnels interspersed with caverns and chambers. The passages serve as the main pathways for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
-like creature with bulging eyes and cracked skin. It is clad in a shapeless garment and sits on one end of a love seat with its legs pulled up beneath it. Flies flit into and out of its mouth, which
. Sturdy legs support the bottom of the cabinet six inches above the floor. A decrepit wooden staircase climbs up the wall in another corner.
The toad-like creature is Bavlorna Blightstraw (see
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
open plaza stretches for 100 feet on each side of the tower, ending at the island’s edge. Tower Patrol. Three Dragon Army officers mounted on Dragon Army dragonnels (see appendix B for both stat blocks
drops in this manner, Lohezet commands the three flameskulls in area T7 to find the source of the problem. One minute later, the flameskulls find the characters (regardless of their location in the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Those who find these mystical sites might bathe or drink from the pools and temporarily gain a measure of the waters’ magic. All manner of protectors or covetous guardians might lurk around these
magical streams are persistent paths, often known by colloquial names or simply as unearthly roads. An unearthly road acts like a sort of planar portal that stretches from one place to another, be they
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
cave stretches out 30 feet above the floor. A short tunnel leads from the ledge to the river beyond. The water’s surface is 40 feet below the tunnel’s exit. L4: Littered Cave This small cave is
. Each has three clawed arms, three stumpy legs, and a barrel-like body.
Three xorn from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. He’s a sour-faced fellow with a drooping mustache and an arrogant manner. Reash is instantly suspicious of strangers. Reash uses the curtained area as his private quarters, while the reavers make do
shallows near the shore. K11. Water Gate The keep’s eastern wall is built into the river, forming a long pier that encloses a boat basin. A heavy chain that emerges from the tower to the south stretches
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stalactites, waiting to fall on one of the characters. Tunnel Ledge. A ledge on the north wall of the cave stretches out 30 feet above the floor. A short tunnel leads from the ledge to the river beyond. The
crystal cave. Three bizarre creatures with stone-lidded eyes converse in grating tones. Each has three clawed arms, three stumpy legs, and a barrel-like body.
Three xorn from the Elemental Plane of Earth






