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Returning 35 results for 'monsters sign with only above from for look'.
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Monsters
Eberron: Forge of the Artificer
the sea and sky.</p>
<p>Members of the Hurricane Harvest believe that the Mark of Storm is not a gift of the Sovereign Host, as others in their house teach, but the sign of the Devourer
with kuo-toa, sahuagin, and other monsters of the deep.</p>
Lightning, ThunderJump (2/Day). The scion casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Mythic Odysseys of Theros
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
their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of
Monsters
Dragonlance: Shadow of the Dragon Queen
illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end
killed, their crumbling bodies mimic the form of their killers and shriek in agony.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a
Monsters
Fizban's Treasury of Dragons
magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.The
flames, scorching everything around them.
On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.
Draconians
Draconians are bipedal monsters born
Monsters
Mordenkainen's Fiendish Folio Volume 1
infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within
able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep
Monsters
Mythic Odysseys of Theros
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
territory to claim as their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
Backgrounds
Guildmasters’ Guide to Ravnica
perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets — this is what you live for.
You’re also
standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land
you.
Suggested Characteristics
A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the lair is a sign of great success. One that can be moved by the runts of the tribe is proof of a shameful performance.
The loss of a tribe’s war wagon can undermine the chieftain’s
of crows, or a sudden gust of wind — might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from
Backgrounds
Sword Coast Adventurer's Guide
As a sell-sword who fought battles for coin, you’re well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even
operate up and down the Sword Coast and throughout the North. Most are small-scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Heraldic Sign Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a
heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one’s self-interest. Your character could be affiliated with an
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids&rsquo
nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
and easily hidden, but those who know to look can usually identify a dragonslayer (or another character who carries a draconic gift) by a telltale sign. The Draconic Marks table suggests some
Draconic Gifts You know the proverb: don’t look a draconic gift in the mouth. Some say it’s because of the breath weapon. But really it’s the smell.
-Fizban
As described in chapter 3, the death
Backgrounds
Baldur’s Gate: Descent into Avernus
their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool
;
Suggested Characteristics
A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
much material wealth and security can make people less inclined to empathize with those who have less, or even make them believe that wealth is a sign of virtue. Ignoring these truths can lead
nearby population in order to “civilize” them.
3 A local leader (Setessan hoplite; see chapter 6) imposes harsh penalties on the poor, claiming their poverty is a sign they have invited the gods
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Fighting Players who enjoy fantasy combat like kicking the tar out of villains and monsters. They look for any excuse to start a fight, favoring bold action over careful deliberation. Engage players
who like fighting by… springing unexpected combat encounters on them. vividly describing the havoc their characters wreak with their attacks and spells. including combat encounters with large numbers of weak monsters. interrupting social interaction and exploration with combat.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
roofless ruins. Other buildings appear intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: “Danger! Plant monsters and zombies! Turn back now!”
Reidoth placed the sign to discourage treasure seekers from stirring up the monsters in the area.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Aging and Death Most elves don’t age outwardly as other humanoids do. The skin of adults remains smooth, their hair does not gray, and their bones do not ache. Even the oldest elves look similar in
age to a human of perhaps 30 years. Yet there is one sure sign that an elf is nearing the end of life: cataracts in the shape of crescents, points down, that appear over the pupils of both eyes when
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
nearby. It reads: “DANGER! Plant monsters AND zombies! Turn back now!”
Reidoth placed the sign to discourage bands of treasure seekers from stirring up the monsters in the area.
old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
clear: flames dance in the trees perhaps half a mile to the north. A charred wagon smolders in the middle of the road ahead, with no sign of life.
As the characters come closer, they notice skeletal
humanoid corpses lying on the ground near the burned wagon. If they come within 10 feet of the bodies, the corpses reveal themselves to be monsters: four Flaming Skeletons and two Flameskulls that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
personality or behavior of the monsters, perhaps determining whether they can be communicated with or whether they’re all acting in concert. Other possible factors include the nature of the physical
flesh out your encounter in these ways, go right ahead and finish your creation. Otherwise, take a look at the following sections for some basic advice on adding flavor elements to the simple mechanics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
female drow elite warriors (named Akora and Danafay) are mounted on giant lizards near the center of the cavern.
The drow attack at the first sign of intruders. Their lizards are fitted with saddles
better look at the characters as they approach. If the characters veer toward area 12 from here, Akora and Danafay try to get there first to warn Shindreer. Treasure. Each drow wears an obsidian scarab engraved with the insignia of House Auvryndar (25 gp).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
draws the players’ attention. Give them just enough to invite further exploration, but don’t create the equivalent of a flashing neon sign reading “This way to adventure!” When using narration to guide
. That said, it can be helpful (especially with new players) to offer suggestions: “You can go through the door, search the chest, or look down the shaft.” Just make sure to finish by saying, “or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
list of Initiative (such as a whiteboard) without revealing to the players how many Hit Points the monsters have. The tracking might look like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Tracking Monsters’ Hit Points During a combat encounter, you or a player should track how much damage each monster takes. Most DMs track damage in secret so their players don’t know how many Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Monster The Monster Manual contains hundreds of ready-to-play monsters, but it doesn’t include every monster that you can imagine. Part of the D&D experience is the simple joy of creating
new monsters and customizing existing ones, if for no other reason than to surprise and delight your players with something they’ve never faced before. The first step in the process is coming up with
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The hags are trapped in Barovia, but they like it here. Using their Change Shape action to look like Barovian women — a frumpy mother and her two homely daughters — the hags snatch children, devour
needle; if the child cries, that’s a sign that the infant has a soul. Dreams are for the living.
—Strahd von Zarovich
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
line the walls of this chamber, and a stone altar in the center of the area features the skeletal limbs and claws of a dragon. A half-dozen cultists look up in surprise at your appearance.
The skeletal
occupied by two mages and five cult fanatic who attack at the first sign of intruders. As an action, one of the mages screams the command word to activate the skeletal dragon limbs. If the cultist who
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against
out while still getting decent performance out of the slaves. But humanoids and monsters that are especially capable or that provide unusual services find themselves treated like favored (though
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Kruphix’s Villains Kruphix doesn’t often act in the world, but when he does, his agenda is often morally ambiguous, and his servants’ sacred quests can look like villainous schemes from other points
discovered knowledge mortals were not meant to know and works to silence them.
Kruphix’s Monsters Kruphix is rarely associated with monsters, but those most likely to serve him appear on the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
line the walls of this chamber, and a stone altar in the center of the area features the skeletal limbs and claws of a dragon. A half-dozen cultists look up in surprise at your appearance.
The skeletal
occupied by two mages and five cult fanatics who attack at the first sign of intruders. As an action, one of the mages screams the command word to activate the skeletal dragon limbs. If the cultist
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
your Eberron campaign. This chapter begins with a look at three key themes that pervade many Eberron adventures: recurring villains, action, and intrigue. Following that overview is an in-depth look
existence, elemental-powered airships, and the lightning rail; and an introductory adventure set in Sharn. Specific monsters and nonplayer characters (NPCs) mentioned in this chapter can be found
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Here’s an overview of what you’ll find: Running the Adventure. The adventure starts with an overview. Then it takes a look at the role of the Dungeon Master in a game of D&D, and some tips to help you
site, Dragon’s Rest, serves as the characters’ home base during the adventure, where they can rest and get supplies between their visits to the other sites. Magic Items and Monsters. Two appendixes describe rules for magic items and monsters that characters might find in the course of the adventure.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
more of an art than a science. In addition to assessing monsters by challenge rating, it’s important to look at how certain monsters might stack up against your group. Hit points, attacks, and saving
Step 4: Select Monsters After using the tables from the previous step to determine the challenge ratings of the monsters in your encounter, you’re ready to pick individual monsters. This process is
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Monster Tactics Flying monsters such as dragons, rocs, wyverns, and harpies sometimes attack airships—or, more often, the people aboard them. A monster that’s looking for food is most likely to try
on the deck of an airship to look around, enjoying a brief respite from flying. If a monster attacks an airship and fails to overcome the airship’s damage threshold, the monster knows whether it’s






