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Returning 35 results for 'mounts stitches with only arrives from for long'.
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Monsters
Spelljammer: Adventures in Space
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Space swine are a species of winged boar bred by dohwar;dohwars for a variety of uses. They can serve as mounts for Small creatures, and they
specimen stands 3 feet high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce.
Monsters
Spelljammer: Adventures in Space
","rollType":"to hit","rollAction":"Tail Slap"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.Space guppies are 2- to 3-foot-long, fish-like creatures that glide through Wildspace and the
Astral Sea. Chwinga astronaut;Chwinga astronauts, sprites, and other Tiny creatures occasionally use space guppies as mounts.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, it’s never long before a hungry or curious creature arrives to investigate, leaping into battle with the hydra’s foes while the hydra makes an opportune exit.
shorelines where the wilds meet the ocean. These monstrous creatures are aptly named; their bites are known to snap giants’ arms cleanly in half.
Snapping hydras have naturally long life spans and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage
relationship with giant strider;giant striders. They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts.
Firenewts
Originally from
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
to the Great Cavern that forms the hollow heart of the dead god. There, the soul becomes housed in the body of a new, fully grown star lancer that rises magically from the cavern floor. As long as
the dead god and its Great Cavern remain intact, the number of star lancers in the multiverse is finite and never-changing.
A star lancer resembles a shark, albeit one that has four wings and a long
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is
early on the mount immediately after it attacks.Kavalrachni are duergar cavalry trained to fight while riding female steeder;female steeders or other Underdark creatures as mounts.
Duergar
Duergar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its
neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Fire Spray", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Invisibility (Recharges after a Short or Long Rest). The duergar magically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Soulblade", "rollDamageType":"force"} force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns
their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely
Monsters
Guildmasters’ Guide to Ravnica
its steed and mounts it as long as the archon and its steed are on the same plane of existence.
Smite (Costs 2 Actions). The archon makes a Hammer of Justice attack, and then its mount can use its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Stomping Foot", "rollDamageType":"bludgeoning"} to a prone target.
Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must
fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if
Monsters
Van Richten’s Guide to Ravenloft
Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In addition, it
campaign against the living. In death, dullahans are often rejoined by those who followed them in life, either in the form of lesser undead, like skeleton;skeletons or wight;wights, or terrifying mounts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some
the materials used and honest about their purpose.PoisonReduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
battle with their psionic abilities or training dangerous Underdark creatures as mounts.
Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that
their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.PoisonEnlarge (Recharges after a Short or Long
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
chimera is home when the party first arrives, it might notice the approaching airship or flying mounts and attack. The chimera is particularly fond of hippogriff flesh; if it sees one or more
Reaching Ironslag By Air If the characters have an airship (see the “Airship of a Cult” section in chapter 4) or flying mounts (see the “Fireshear” and “Hawk’s Nest” sections in chapter 3), they can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
party, see the “Old Tower” section in chapter 3 for tips on how to roleplay her once she arrives at Grudd Haug. If the characters have an airship (see the “Airship of a Cult” section in chapter 4
. They can obtain griffon mounts in Fireshear or hippogriff mounts in Hawk’s Nest. Neither settlement is close to Grudd Haug, requiring the characters and their mounts to rest between flights
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Overland Travel A three-mile-long snow-covered path connects Lonelywood to Termalaine. Characters on foot can walk this path in 2 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Overland Travel A three-mile-long, snow-covered path links Caer-Konig to the neighboring town of Caer-Dineval. Characters on foot can walk this path in 2 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Overland Travel A six-mile-long, snow-covered path connects Dougan’s Hole to the neighboring town of Good Mead. Characters on foot can walk this path in 4 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
touched, revealing a icy landing platform. Long ago, giants would use these platforms to land their flying roc mounts.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Skalanthas Retreats Should the party force Skalanthas to flee, he flies to a quiet corner of the island and takes a Long Rest there before returning to reclaim his lair. If Ronnom is nearby when
Skalanthas flees and is still on good terms with him, Ronnom mounts the dragon, and the two of them return to the monastery together. Until the dragon is fully rested, ships can come and go from the island without danger.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The DM can summarize this travel without calculating exact distances or travel times, or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Arriving in Grakenok Determine the order in which the characters and their rivals arrive at Grakenok. The characters, Sytri, and Tol would reach the town at the same time, but each arrives 1 round
later for each time they were delayed during the “Perils at Sea” section. This order influences events in the following sections. If the characters took a long rest or made a lengthy detour after Sytri
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival After the drama on the high seas, the party’s transport finally arrives in the vicinity of the Thunder Peaks. The tops of the cliffs are visible for a great distance, long before the party
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Umizu Residents of the city-state of Umizu enjoy their fair share of luck, but good fortune comes at a cost: a season of bad luck that arrives with the yearly monsoon. During this time, locals pray
at shrines for protection against misfortune, and attendants keep a watchful eye for grim portents in the rains. Set amid glittering turquoise waters, Umizu has long enjoyed prosperity that masks ever
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and healing. Sanctum Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you
beneficiary finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts for 7 days. Sanctum Recall. While the Sanctum exists, you always have the Word of Recall spell
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Space Swine Space swine are a species of winged boar bred by dohwars (described earlier in this book) for a variety of uses. They can serve as mounts for Small creatures, and they also make fine
high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce. Space Swine
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Awakened Tree Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are
those hatched and raised in captivity can become reliable mounts.
The thing’s got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!
—Batley Summerfoot, Adventurer
Alex Stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depict Underdark caverns and fungi forests.
Teleport Trap. A teleport trap (see “Teleport Traps”) fills the space marked on the map.
The 6-inch-long key is carved from a dragon’s finger bone, and its
keeps them well fed. Teleport Trap A creature teleported by this room’s teleport trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Looted Vaults These dwarven vaults were looted long ago. The heavy iron vault doors have all been warped and pulled away from their frames, and they can no longer be closed. 36a. Teleport Trap A
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
. The three levels of the fortress are connected by two mechanical elevators that are continually moving up and down their shafts, except for a 1-minute stop each time it arrives at a floor. One
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
when the party arrives. Arriving characters are questioned to determine their intentions. The guards are thorough but not threatening; as long as the characters seem benign, they are granted entry. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39c on level 6.)
Chest. A stone chest also blackened by soot lies open in the middle of the floor. (The stone chest is empty, its contents looted long ago. It weighs 500 pounds.)
Teleport Trap In
addition to the empty chest, the middle 10-foot square of the room contains a teleport trap (see “Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20






