Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'more sharks with only arrayed from for long'.
Other Suggestions:
more shades with only arrived from for long
more shared with only arrived from for long
more shapes with only arrived from for long
more stares with only arrived from for long
more shares with only arrived from for long
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Reef Shark
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"1d8+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
Hunter Shark
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollDamageType":"piercing"} piercing damage.Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out of nowhere to protect swimmers from sharks and other aquatic predators.
Dolphins
Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.
Sailor
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Variant Sailor: Pirate
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
Backgrounds
Baldur’s Gate: Descent into Avernus
that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew
dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Reef Shark Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. Reef
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Cave Floor H’slaat, a troglodyte champion of Laogzed (see appendix C), and twenty-two troglodytes are arrayed in a rough battle line along the south bank of a freshwater stream that nearly bisects
on foot but is difficult terrain. The troglodytes are so distracted that it’s possible to sneak through this area undetected as long as the adventurers stay close to the cavern walls. Each character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hunter Shark Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A
fully grown hunter shark is 15 to 20 feet long. Hunter Shark
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
STR
18 (+4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Privy and Bath Vanity. Against the north wall stands a vanity with a built-in mirror, on which are arrayed vials of perfume, combs, brushes, and powder puffs.
Potty. On the west wall sits a
scented pages chronicling the love affairs of a long-dead noblewoman. The third book, which is missing its cover, contains Elvish translations of common Orc phrases and idioms. The last book is bound
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Secondhand Trinkets A lean dog with long, pointed ears sits in the middle of a giant rug, surrounded by trinkets. The dog looks up to you and smiles, his tongue lolling out of his mouth. “Secondhand
bargains,” he barks. “Best deals around!”
Secondhand items and other useless trinkets lie neatly arrayed across a giant rug. They belong to Clawson Blink, a blink dog that gained the ability to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
feet fallen.
Three 15-foot-long hunter sharks glide among the wrecks. Daggermaw is the meanest and hungriest of the three, and it attacks characters without provocation after they finish searching
two of the wrecks. If Daggermaw wounds a character, that character’s blood in the water attracts the other two sharks, which join the fray on Daggermaw’s next turn.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa God of the Sea Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual
as she towers over the ocean. When she moves closer to the view of mortals, she takes many other forms, often shifting from one to another: a giant squid, an ocean storm, a school of sharks, a fog
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of a massive wave, carrying a swarm of toothy sharks, crashing over the land and tearing apart everything in its path. Maybe someone in town can help. 4 The land around town is too dangerous to remain
out in it alone. The lizardfolk of the swamps were once your friends, but they disappeared not too long ago. You came to Saltmarsh out of necessity.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Actions
Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee
Long Rest. While cursed, the target can’t benefit from the Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. MALEVOLENT DWELLERS OF THE DEEP
The sahuagin are cruel and vicious in equal measure. Although they are humanoid in form, they have a mindset closer to that of predatory sharks than the outlook of humans or
other land dwellers.
Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
white coral branches and mosaics in the form of sharks made of decorative stones and shells. Pillars carved to look like thick strands of kelp support the cracked, thirty-foot-high domed ceiling. Two
.
Four shadows lurk here. These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders. They have arms that look like tentacles, and their Strength Drain attacks
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Dolphins Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long. Dolphin Dolphins are symbols of wisdom and playfulness among the
swimmers from sharks and other aquatic predators. Dolphin
Medium Beast, Unaligned
Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mandolin’s fly spell while Joster makes his own escape. “We’re Debt Collectors.” Sythian owes money to various loan sharks and banks. Characters who claim to represent one of these individuals or
suspicious (see below). Sythian’s Suspicion. If Sythian becomes suspicious of characters posing as debt collectors, he entertains them long enough for Joster to “fetch the payment.” The incubus rounds
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
training sea animals as skillfully as Setessans train land and air animals. They train sea snakes, dolphins, and even sharks on a few occasions to be combatants, working animals, aquatic mounts, and
companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, but it has malfunctioned. The golem goes berserk (as per its Berserk trait). The golem remains in that state as long as other creatures are visible. Stabilizing the Gate. Magical energy flickers in
sharks (high) or 3 wasteland dragonnels (low; see appendix B) 10 1 purple worm spotted a mile away (high or low)
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
droplets wherever it goes. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In
hit points, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
rains blood droplets wherever it goes. Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention
points, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of incense in each brazier fill the room with a pungent but pleasant aroma.
The rakshasa is bound to these boudoirs and can’t travel beyond area 39, even through the use of spells, as long as the
telling the heroes where they can find Arcturia’s spellbook (area 40b) and phylactery (area 40c), as well as the command word to reveal the bookshelves in area 40b. It also gives them a flat, 6-inch-long
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
) Forty harnesses with silver buckles (10 gp each) 25. Hatchery The characters might be able to enter this area undetected by the occupants of area 24. If they do so, read: This long, narrow area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers’ arrival, add that individual to the forces arrayed here (one bandit captain, six bandits, and two doppelgangers). Once alerted, these forces gather in area 6a and wait for the
Waterdavian nobles clad in decorative plate armor.
Bones and Broken Staff. Lying at the base of the central statue are the bones of a long-dead hobgoblin and a white wooden staff broken in half.
Carved
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Guild The organization known simply as the Guild unites cutpurses, loan sharks, killers, thugs, con artists, grave robbers, cat burglars, and every other type of criminal in the city. The Guild
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
The Guild The organization known simply as the Guild unites cutpurses, loan sharks, killers, thugs, con artists, grave robbers, cat burglars, and every other type of criminal in the city. The Guild
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
this day. The shop is decorated with hundreds of teacups arrayed on shelves; many cups bear the names of famous past patrons, adventurers, nobles, and royals. The owner, a talkative, neutral human noble
pressed, though, he shares the following information: He has seen a spirit that resembles a long-dead but regular customer who was famous in her time: Magistrate Dae Won-Ha. He has infrequently glimpsed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
serve as lord of a layer hold the title of Duke or Duchess (rank 12). Atop the hierarchy at rank 13 stand the Lords of the Nine, arrayed from topmost layer to bottommost, with Asmodeus holding sway over
death can immediately step into the vacant role, as long as the devil is aware of the rules of succession and positions itself as next in line. Devils look at mortals as sheep, just as demons do
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
’ securing the allegiance of Red Wizards, giants, or even devils in the fight against the Cult of the Dragon — as long as such allies are conveniently arrayed in front of his elves in battle. Follow-Up
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the wave shaper makes its escape. Treasure. There are thirty-six coffers in this room. A long search of all the coffers turns up a total of 390 ep, three dozen leather harnesses with simple copper
urging the combatants as they fight. From the north they hear an occasional scream from the locathah undergoing torture and the raucous noise of the torturers enjoying their pastime. This long room has
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ securing the allegiance of Red Wizards, giants, or even devils in the fight against the Cult of the Dragon—as long as such allies are conveniently arrayed in front of his elves in battle. Follow-Up: Metallic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to
sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and lawlessness. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a






