Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'merchants some with only acid from for land'.
Other Suggestions:
mechanus some with only amid from for land
mechanus some with only aid from for land
mechanus some with only acts from for land
merchant some with only acid from for long
merchants some with only avoid from for land
Monsters
Fizban's Treasury of Dragons
"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Acidic Spit", "rollDamageType":"acid"} acid damage.
Acid Belch (Recharge 5–6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Acid Belch"}. The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw
Monsters
Fizban's Treasury of Dragons
. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Greatclub", "rollDamageType":"bludgeoning"} bludgeoning damage.
Acid Retch (Recharge 5–6);{"diceNotation":"1d6
", "rollType":"recharge", "rollAction":"Acid Retch"}. The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
legendary hydra Polukranos.
Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a territory to claim as
Monsters
Spelljammer: Adventures in Space
Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Dying Burst","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful
first spelljamming helm;spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Grasping Spout", "rollDamageType":"acid"} acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn’t pulled.Found in the
pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence
Monsters
Van Richten’s Guide to Ravenloft
Body","rollDamageType":"acid"} acid damage.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit
, instead of twice.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid
Monsters
Princes of the Apocalypse
Presence for the next 24 hours.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shadow Breath"}. The dragon exhales acid in a 60-foot line that is 5 feet wide
its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and
Monsters
Van Richten’s Guide to Ravenloft
horror or hits it with a melee attack takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bile Body","rollDamageType":"acid"} acid damage.
Relentless Stride (Loathsome Limbs Only
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Monsters
Van Richten’s Guide to Ravenloft
":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled
DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Bile Hex","rollDamageType":"acid"} acid damage at
Monsters
Van Richten’s Guide to Ravenloft
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
bile takes 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Bile Hex","rollDamageType":"acid"} acid damage at the start of each of its turns until it or another creature uses its
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
","rollDamageType":"acid"} acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the bile that covers it.
Petrifying Hex (Recharge 5–6
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. Polukranos can hold its breath for 1 hour.
Legendary Resistance (3/Day). If Polukranos fails a saving throw, it can choose to succeed instead.
Multiple
gods, like the legendary hydra Polukranos.
Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a
Adult Black Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollAction":"Bite","rollDamageType":"acid"} acid damage.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 13 (2d6
Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The dragon exhales acid in a 60-foot line that is 5 feet
Equipment
Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.
A flying fish ship can float and sail on water, but it isn
’t built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).
Typical weapons on a flying fish ship include a forward-mounted mangonel and an aftmounted ballista.
Ancient Black Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollAction":"Bite","rollDamageType":"acid"} acid damage.
Claw. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 15 (2d6
Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The dragon exhales acid in a 90-foot line that is 10 feet wide
Equipment
Hammerhead ship;Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren’t built to land on the
Equipment
This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A Shrike Ship;shrike ship's legs enable it to land safely on the ground. The ship can float but
monsters
", "rollAction":"Wild Magic Cataclysm"} to determine damage type: 1—Acid;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm","rollDamageType":"Acid"}; 2—Fire
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
Ancient White Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a
legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of the dragon’s
Adult White Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a
legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of the dragon’s
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
, magistrates, merchants, and functionaries of all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.&rdquo
Backgrounds
Sword Coast Adventurer's Guide
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
FEATURE: SAFE HAVEN
As a faction agent, you have
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Kartakass is a gentle land of rolling hills, light forests, and clear lakes. The domain welcomes strangers. Small bands of merchants roam along the Lost Chord road or visit the
compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Laightle, which fuels the town’s economy. Merchants hold the most political power in Kinsbaile. The no-nonsense kithkin Guildmaster Claide Fiobhan (Small Noble) is head of the Curiosities Traders
Marketplace flourishes beneath Lake Laightle’s waves. The underwater bazaar is a hub for merchants to sell supplies to visiting merrow. Representing the interest of Maghen’s Marketplace among
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nobles and merchants who support the younger royal siblings, Arijani and Reeva. The vast city of Jadurai performs multiple duties as Kalakeri’s capital, the site of the royal palace, and a battlefield
where factions struggle to claim or hold it as a symbol of rule. Fierce followers of each faction scour the land, murdering any who oppose their faction. Refugees from the strife hide in the Backwaters
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
an Aereni galleon? 1d4 Sailor
1 You’ve got deep ties in Sharn. Your family owns a ship, and you’ve spent as much time on the water as you have on land. Are your people merchants? Explorers
were the terror of the Thunder Sea, raiding merchants and smugglers alike. At least, you were… until your crew mutinied, leaving you humiliated and stranded in Sharn. But you are sure new fortune lies just ahead!
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
rusted talwar, shield emblazoned with a wyvern-and-lotus emblem, a well-polished skull For untold generations, the Vasavadan dynasty has ruled over the Great Kingdom of Kalakeri. This land was one of
and hatred. Kalakeri is a deceptively beautiful land of verdant rain forests and an idyllic web of rivers and lakes known as the Backwaters. Rare creatures and extraordinary magical plants are found
Compendium
- Sources->Dungeons & Dragons->Monster Manual
devils, dragons, or hobgoblins from Acheron to invade an enemy land. 6 Help shortsighted merchants undermine a government or despoil the environment.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
territory to their former minions. The yuan-ti crawled away and hid in a matter of weeks, all but disappearing from the world. Yuan-ti structures throughout the land were torn down to celebrate liberation
drugs and spell scrolls, blackmail merchants, and influence kings. But lacking any proof, I can’t believe such tales.
— Volo
Ye should.
— Elminster
Roleplaying a Yuan-ti
When
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Black Dragon Ancient black dragons plot the ruin of whole realms. They seek magic to corrupt the land, raise undead hordes, bind fiends, and replicate magical disasters. Ancient black dragons
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 21 (XP 33,000, or 41,000 in lair; PB +7)
Traits
Amphibious. The dragon can breathe
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tree Stride Tropical Land Druid Level Circle Spells 3 Acid Splash, Ray of Sickness, Web 5 Stinking Cloud 7 Polymorph 9 Insect Plague Level 3: Land’s Aid As a Magic action, you can expend a use
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Flying Fish Ship Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike. A flying fish ship can float and sail on
water, but it isn’t built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side). Typical weapons on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trade Goods Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate
services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of kings, queens, heroes
, and tyrants who died long ago. On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers and sailors. Steel-hearted adventurers from backcountry farmsteads
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Baldur’s Gate d12 Travelers 1 3d4 local farmers or ranchers (commoners) 2 1d4 foreign merchants (commoners) and 3d6 guards traveling in a caravan 3 1d6 scholars (commoners) 4 3d6 migrants or
illegal in other communities 6 resupply then head to a distant destination by sea 7 make money to travel elsewhere by land 8 start an innovative business venture 9 buy a rare text then travel on to






