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                        Returning 29 results for 'non caused reclusive pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on
                                                
                                            
                                                
                                                     frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.
One night while the others slept, Nass stole a professor orb (see appendix D) from one of
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     restrictions caused by webs, and it knows the location of any other creature in contact with the same web.Multiattack. The aranea makes two attacks, using Bite, Slam, or Sling in any combination.
Bite
                                                
                                            
                                                
                                                     components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Friends, Silent Image
1/Day: Hold PersonAraneas are reclusive shape-shifters. An aranea’s natural form resembles
                                                
                                            
                                        
                                                    Wood Elf
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     reclusive and distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
                                                
                                            
                                        
                                                    High Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     don’t reveal themselves to those not of their kind. Rather, they infiltrate Keeper societies as reclusive members, traveling experts, or foreign scholars. Some Keepers also tell of sightings or
                                                
                                            
                                                
                                                     magical properties and most non-wereraven Keepers don’t know the symbol’s origin, many foul forces instinctively recognize the symbol as an emblem of good.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     underground or in dense forests where they can make the most of their spiderlike traits. Driders with non-drow features are uncommon but possible. Roll on or choose a result from the Drider
                                                
                                            
                                                
                                                     drider has Disadvantage on ability checks and attack rolls.
 Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     refugees and unsuccessfully attempted to take Thorbardin by force. The conflict that came to be called the Dwarfgate War caused deep enmity between the dwarven communities of the surface and those that
                                                
                                            
                                                
                                                     groups eke out lives in ruins or harsh lands as reclusive survivalists. As a hill dwarf, you might come from lands near the great mountain dwarf nations or from a diverse town far away. Or perhaps you come from everywhere, having been raised in a traveling community that’s seen most corners of Ansalon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine
                                                
                                            
                                                
                                                    . Creatures trapped or incapacitated then become easy targets for the harpy’s wrath.
 Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns
                                                
                                            
                                                
                                                    . The character can’t speak while in animal form.
 A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     something down in a small notebook.
 The chamber is brightly lit, as if by sunlight. The sunlight is just a natural trick caused by crystal growths reflecting and amplifying the light of the bioluminescent
                                                
                                            
                                                
                                                     non-derro with glee. As it fights, it projects telepathic ramblings into the characters’ minds, mostly dealing with how exciting it is to have intruders to kill and how even more exciting things will be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the
                                                
                                            
                                                
                                                    . The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.
 Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
                                                
                                            
                                                
                                                     peaceful and reasonable people. Among their own kind, they tend to be so. But outsiders, particularly non-giants of any sort, are unwelcome in the stone giants’ caverns, and trespassers aren’t treated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     World Mountains just north of the Evermoors, is the site of Great Worm Cavern, the ancestral mound of the Great Worm tribe. These Uthgardt are notoriously reclusive; it has been twenty years since the
                                                
                                            
                                                
                                                     attacks.
 The Griffon tribe has long been shunned due to its practice of trading with non-Uthgardt - and even spellcasters - at a settlement known as Griffon’s Nest.
 The Red Pony and Golden Eagle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it
                                                
                                            
                                                
                                                     restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.
 Actions
 Multiattack. The drider makes three attacks, using Foreleg or Poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     check an officer makes. Even if the officers make different ability checks, their successes and failures contribute to the one group check. Additionally, all the non-officer members of the crew make
                                                
                                            
                                                
                                                     crew’s quality score decreases by 1, and the distraction caused by the crisis forces the ship to move at half speed that day.  Storm Winds and towering waves toss ships like bath toys. Snowstorms batter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     original sign, an enchanted wooden shield. Painted black, the circular shield displayed an image of a curved silver saber gripped by a pale, slender arm. An enchantment on the shield caused glimmering
                                                
                                            
                                                
                                                     outbreak of extremely contagious dancing croup — a deadly plague that caused those afflicted to cough themselves to death even as their limbs thrashed uncontrollably — caused many Baldurians to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . A deathlock wight (see appendix B) keeps watch here. One wraith and four shadows circle around the shrine, streaks of crimson trailing from their spectral forms. Web of Pain. Whenever a non-undead
                                                
                                            
                                                
                                                     carried into this chamber. The shrine of binding takes up a large portion of this black marble chamber.
 Creatures. Six shadows lurk here. Poisoned Shadows. Whenever a non-undead creature in this area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     original sign, an enchanted wooden shield. Painted black, the circular shield displayed an image of a curved silver saber gripped by a pale, slender arm. An enchantment on the shield caused glimmering
                                                
                                            
                                                
                                                     missing out on future contracts. Harborside Hospital Generations ago, an outbreak of extremely contagious dancing croup — a deadly plague that caused those afflicted to cough themselves to death even
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     chamber when they’re not hunting (25 percent chance of being absent when characters arrive). The bugbear wears a crown of antlers on his head to enhance his frightening appearance. Balsag considers all non
                                                
                                            
                                                
                                                     that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     north wall 20 feet from the door to area 4. The lever is in the down position and can be lifted easily. Doing so extends the walkway across the magma to area 6, if the trap there caused it to retract
                                                
                                            
                                                
                                                     these vicious creatures become both angry and alarmed when they see humanoids who aren’t their firenewt masters. As soon as a non-firenewt enters area 10, the giant striders begin stamping, growling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     caused the group to split up shortly thereafter, with each wizard determined to succeed alone. One night while the others slept, Nass stole a professor orb (see appendix D) from one of her fellow wizards
                                                
                                            
                                                
                                                     versa, yet it can’t affect or be affected by anything on the other plane.
 Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     is natural, caused by the humid air in area F6 being drawn westward by the draft in area F3 across cool stone in this cavern. The mist conceals a pit at the north end of the cave. Pit. A character
                                                
                                            
                                                
                                                     any recognizable way. Altar. Any non-evil creature that touches the altar or makes a melee weapon attack against it must succeed on a DC 15 Constitution saving throw or take 22 (4d10) psychic damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     piles of debris, the underground smithies and foundries are operational once more. The city is currently off limits to non-dwarves. Surbrin Hills Wise folk steer clear of the Surbrin Hills east of
                                                
                                            
                                                
                                                     reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     damage.
  Manes Souls of evil creatures that descend to the Lower Planes are transformed into manes — the lowest form of demonkind. These wretched fiends attack any non-demon they see, and they are
                                                
                                            
                                                
                                                     cast the following spells, requiring no material components:
 At will: detect thoughts, web
 1/day: dominate person
 Web Walker. The yochlol ignores movement restrictions caused by webbing.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours. 19–24 Each creature carrying the holy symbol of a deity from a non-evil plane while
                                                
                                            
                                                
                                                     benefit of the mirror image spell. The images created sometimes move or speak of their own volition. 41–46 For the next 24 hours, certain wounds caused in the region attract spectral slivers of glass
                                                
                                            
                                        






