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Returning 29 results for 'minds some with only are feelings for legs'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the grue’s next turn.Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish
Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are
Species
Guildmasters’ Guide to Ravnica
feelings about them.
To members of other races, vedalken often seem cold, even emotionless. That assessment isn’t fair—they feel emotion every bit as intensely as other folk do, but they are
.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild
races
Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance.
Most kithkin are linked by an
empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.
Some kithkin remove themselves from this empathic web
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
skilled allies.
Alien Minds
The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than
other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils
aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.
Evil aasimar make
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Alien Minds The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids
. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Kithkin Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance. Most kithkin are linked
by an empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly. EDGAR SÁNCHEZ HIDALGO Shadowmoor denizens such as this
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is beauty. INSIDE THE MIND OF A GNOLL
From a journal recovered from a slain cultist of Yeenoghu:
Day 2: The subject continues to growl and struggle, despite the removal of its arms and legs. I
14: The ritual brought our minds together. I was assailed simultaneously by hunger and rage, as if some great force from beyond had reached out and commanded me only to kill and eat. Though it lasted
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Only Malaxxix can pilot this vehicle. If Malaxxix is slain, the palanquin crumbles in seconds. Too many legs. Too loud. Makes my mind feel like it’s melting.
Lair Actions In its lair on initiative
hours within 1 mile of the palanquin hear an incessant scraping sound in their minds. Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
rather than their feelings about them. To members of other races, vedalken often seem cold, even emotionless. That assessment isn’t fair — they feel emotion every bit as intensely as other folk do, but
inaction. Reasoning toward Perfection Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nyxborn Born from the minds of the gods, the creatures that populate the gods’ realm are called Nyxborn. Nyxborn creatures resemble mortal beings, but philosophers debate their true character. Are
sand between the toes, the way the heart stirs when the tide of battle changes or the sadness that lingers when remembering a happy moment of childhood. These ideas, dreams, memories, and feelings are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, memories plucked from people’s pasts that have been invested with deep feelings of pain, sorrow, longing, guilt, or remorse. These items are brought to her as gifts from the shadar-kai. These trinkets
realm are almost instantly confronted with a glimpse into their own internal landscape. Because she is fascinated with emotions, the Raven Queen worms into the unconscious minds and memories of her
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds
. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it’s floating above. Most mind flayers destroy squidlings on sight, so it’s rare
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit
are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Months before Ythryn’s fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their
bodies and minds melded into a single monstrosity. Iriolarthas imprisoned the thing in this empty well so that its latent telepathic powers could be tapped by the city’s elite. A short obituary is
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->Ghosts of Saltmarsh
appear to be empty.
In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse’s right side, and a large shield covers its legs.
If the characters are
. Thin wisps of beard float from its bony jaw. It raises a finger, tracing arcane symbols in the air. In a hoarse voice, it speaks: “Secrets found and lost then found again. Your paltry minds cannot
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
random creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a Flying
Equipment
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, read the following: This room contains nothing more than a stone bed, desk, and stool. A robed figure sits at the desk. Nearby, a pyramid-shaped nugget bounces idly on spindly legs.
The northwest
within the range of the intellect snare’s Cacophony of Minds, it slithers forth and attacks. It follows foes who retreat and fights until slain. Treasure. Most of the metal chests contain nothing but
compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
precious to House Dimir. Agents of the guild disguise themselves, turn invisible, and shield their own minds while they pry into the minds of others.
Dimir Items
Rarity Item Source
Uncommon
, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy
. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grating and tickle at the back of listeners’ minds. Characters who stay here with Jomlus for 24 hours while the spectator rereads the page hear Jomlus hit on the correct pronunciation, giving them the
well; only creatures who venture deep into the room can see it. The hole is 6 feet across. A rope tied to one of the worktable legs descends into the hole. B17: Dragon’s Den The rope looped around
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon
dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green






