Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 24 results for 'most some with only arise for for live'.
Other Suggestions:
most some with only alive for for live
most some with only arises for for live
Species
Player’s Handbook
to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on a success.Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in
influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow
Monsters
Van Richten’s Guide to Ravenloft
. The swap is also undone if the controlled body takes damage from the carrionette’s Silver Needle.Carrionettes arise from innocent intentions. Heartfelt wishes breathe life into a beloved toy and
, for a time, a creator might feel blessed by their new companion. But carrionettes aren’t content to live as toys and seek to escape the confines of their diminutive bodies.
Every carrionette
Monsters
Mordenkainen's Fiendish Folio Volume 1
quickly become a brawl.
Heralds of Frustration. Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That
only to replicate in others the emotions that created them.
Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.
They resemble their parents, but they live for up to 160 years and often have features that hint at their
violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state
where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spirits of the Past We are the spiritual anchors of the greatest champions of our people. Through our faith, we keep their spirits from being lost to oblivion. You have been chosen by a hero. Live
your life as they lived theirs, letting their instincts guide you. Treasure our past and the stories of our people. You are the vessel through which new legends will arise. Voice of
BRELAND
The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claims. 5 All except one member of a local clan are replaced by doppelgangers. Those who live near the clan have noticed them acting differently, but no one wishes to speak ill of them. 6 The
the lives of fifteen members of a Yeonido clan. The lone survivor begs the characters for help dealing with the fifteen gwishin (specters) that arise in the aftermath.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the crystal, causing kobolds who live in the treetop huts to seek assistance. A cloud giant destiny gambler (see chapter 6) seeks to reconnect the crystal with others of its kind, including the
has been hostile to the druids in the past. Creatures from the Megafauna World Encounters table in chapter 3 spontaneously arise in the city and wreak havoc as the settlement transforms.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara’s Villains Many see Ephara and her followers as villains, treading on the wilderness to expand cities and civilization. Even people who live in urban environments might not be safe from foes
Ephara’s Villains table suggests a variety of foes that might arise from among the god’s followers. Ephara’s Villains d6 Villain
1 A neighborhood leader enacts punitive laws, preventing
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
chapters. Each chapter encompasses all the stewards who live across a wide geographical region, perhaps a continent or an entire world of the Material Plane, and is led by a chief steward. Each
chapter is independent from all others, and the chief stewards of different chapters rarely meet and coordinate their efforts, except in cases where evils arise that threaten an entire world or multiple
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Meenlock Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests
, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, they can fan that spark to bring light, healing, and heavenly fury. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Carrionette Carrionettes arise from innocent intentions. Heartfelt wishes breathe life into a beloved toy and, for a time, a creator might feel blessed by their new companion. But carrionettes aren’t
content to live as toys and seek to escape the confines of their diminutive bodies. Every carrionette possesses a silver needle that pins its soul to its body. By posing as simple toys or hiding
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Atagua Those who live in Atagua or travel through the Llanos are shaped by the following truths. Hard-Won Independence Nearly five hundred years ago, an invading force rolled across the
primarily drew on the legacy of the Flood People. Even after two centuries of peace, tensions sometimes arise between clans and factions due to feuds and the revival of ancient grudges. These
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
perfectly, and impossibilities that challenge adventurers of any level can arise. The “Magic in the Dying Domain” section that follows explores the unpredictability of magic in Hazlan, while the
lake bed called Obsession’s End. A sapient war machine or an iron golem escapes the midden and asks the party to help it find a way to live an ordinary life.
3 Innumerable gremishkas (see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dispersed around a large area of land. Farmers live on their land, which spreads them widely around the village center. At the heart of the village, a handful of structures cluster together: a well, a
villages. Towns arise where roads intersect waterways, at the meeting of major land trade routes, around strategic defensive locations, or near significant mines or similar natural resources. City
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl. Heralds of Frustration. Mites are natives of the Feywild that arise when
to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows that wrap around existing passages and chambers. They use these hiding spots to watch the comings
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
territorial dispute can arise. Until this dispute is resolved, other Fey denizens of the overlapping domains must defer to both rulers. Such disputes rarely last long; in the end, one archfey is given
sufficient incentive to move elsewhere, or the two archfey learn to live with each other (and other denizens of the region must answer to both). An archfey whose Domain of Delight doesn’t overlap with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
hide. No one in Heart’s Hollow takes his story or lifelong hunt seriously, though. Personality Trait. “I know all there is to know about the Northern Wastes, except where the dragons live.” Ideal. “I’ll
armory. Should danger arise, the locals arm themselves here. Lavender’s. Lavender Jalls (lawful neutral, human mage) is a renegade wizard who hasn’t taken the Test of High Sorcery. He specializes in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Meenlock Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and
might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as
pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their






