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                        Returning 35 results for 'non clutching remain pdf'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Carved from an ogreâs petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
                                                
                                            
                                                
                                                     avatar has the statistics of a wraith except that itâs chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Blasphemous Word (Costs 2 Actions). Diderius utters a blasphemous word. Each non
                                                
                                            
                                                
                                                     all damage, and he canât be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lordâs Lair
A mummy lord watches
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
                                                
                                            
                                                
                                                     their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin
                                                
                                            
                                                
                                                     might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
                                                
                                            
                                                
                                                     to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     saving throw or be blinded until the end of her next turn.
Blasphemous Word (Costs 2 Actions). Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the
                                                
                                            
                                                
                                                    , petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non
                                                
                                            
                                                
                                                     form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
                                                
                                            
                                                
                                                     different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     throw or be blinded until the end of the creatureâs next turn.
Blasphemous Word (Costs 2 Actions). The fungal servant utters a blasphemous word. Each non-undead creature within 10 feet of the
                                                
                                            
                                                
                                                     fungal servant remain in its possession.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
                                                
                                            
                                        
                                                    Mummy Lord
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or
                                                
                                            
                                                
                                                     stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lordâs Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
                                                
                                            
                                        
                                                    Axe of the Dwarvish Lords
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     mishap or arriving somewhere unexpected. You canât use this property again until 3 days have passed.
Curse
The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the
                                                
                                            
                                                
                                                     Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
                                                
                                            
                                        
                                                    Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
                                                
                                            
                                                
                                                     who fall short of their high expectationsâwhich is most non-elves. Still, they can find good in just about anyone.
Dwarves. âDwarves are dull, clumsy oafs. But what they lack in humor
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual.
 
                                                
                                            
                                                
                                                     remain very important to them.
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in trouble, Iâm always ready to lend help.
3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconidsâ goals remain mysterious to most non-fungal creatures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     remain active even after the outer door is breached.  Map 4.9: Library Vault View Player Version Library Vault Adventures The Library Vault Adventures table outlines some possibilities for adventure
                                                
                                            
                                                
                                                     involving one of these locations.  Library Vault Adventures   d6 Adventure Goal   1 Destroy a scroll containing an incantation that allows even non-spellcasters to animate the dead. 2 Steal the journal of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     clan lord holds absolute power in their town. Some clans are friendly to outsiders and welcome commerce. Others despise non-goblins. Lhesh Haruuc has abolished slavery in Rhukaan Draal, but some of
                                                
                                            
                                                
                                                     empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaalâdar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldnât hesitate to take to the field
                                                
                                            
                                                
                                                     more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperiboâs vermin cloud
                                                
                                            
                                                
                                                     to elevate its generalâs status. A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soulâŠ
 But those who lacked ambition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
 Game. In the southwest corner, two wooden thrones face an impressive
                                                
                                            
                                                
                                                     portraits magically spring from their paintings, gaining the statistics of flying swords, and remain detached from the paintings thereafter. Replace the wandsâ Longsword action option with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     ophidian eyes.
 Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
                                                
                                            
                                                
                                                     that she cannot rest until the Ssethian Scourges are dead. Yoastal can be both friend and foe to an adventuring party. The ghost claims to have once been a cleric of Mask, cursed to remain in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     the Vasavadan dynastyâs founder. The Vasavadan coat of arms, a golden wyvern clutching a white lotus in its talons, emblazons her armor and that of her soldiers. Merciless. Ramya demands loyalty from
                                                
                                            
                                                
                                                     Kalakeriâs borders as detailed in âThe Mistsâ at the start of this chapter, but she can do so only while she controls the Sapphire Throne. If her faction is driven out of Jadurai, the domainâs borders remain in their current state until she regains control.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
                                                
                                            
                                                
                                                     pursue fleeing enemies but otherwise remain here. area 6 1 stone giant If the giant hears the roc screeching in area 2, it investigates. Otherwise it remains here. area 9 2 stone giants, 16 mountain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     elves among other races, and since then they have traditionally gotten along well with their non-elf neighbors. They mingle with other people while their kin remain in hidden settlements and secluded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. Hunger Unending
                                                
                                            
                                                
                                                     damage.
 
 A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
                                                
                                            
                                                
                                                     mining efforts inside the mountain. Below them lie the great ore mines of today, constantly being worked by crews of engineers and laborers. By law, the mines are forbidden to visitors â even non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creatureâs physical appearance and stature become more dwarflike. After
                                                
                                            
                                                
                                                     destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     juts out of the east wall. Braziers heaped with hot coals do little to offset the cold air that blows through the arrow slits in the south wall.
 The two duergar are hostile toward non-duergar. On
                                                
                                            
                                                
                                                     invisible as soon as they hear sounds of combat in area X13. They try to remain hidden and fight only in self-defense. Treasure. Characters who search the workshop find two sets of smithâs tools and a set
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     hunters. Despite seeing themselves as part of the world, wood elves donât commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood
                                                
                                            
                                                
                                                     copper, and eyes of green, brown, or hazel. Skilled naturalists, wood elves often take up professions that allow them to remain close to the wild or to make use of their knowledge of woodcraft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run
                                                
                                            
                                                
                                                    ., passive Perception 13
 Languages Common, Elvish, Sylvan
 Challenge 10 (5,900 XP) Proficiency Bonus +4
 Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     a patrol consisting of 2d4 drow led by a drow elite warrior. The patrol stops and questions any non-drow who arenât slaves, as well as drow they deem suspicious. It might take roleplaying or a
                                                
                                            
                                                
                                                     seek reinforcements. If the characters remain in the area, the patrol returns with two additional patrols 1d10 minutes later. Drow Spore Servants These drow became infected with Zuggtmoyâs spores and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     action to open. If any of the quasits escaped from area 11, they warn the cultists that intruders are near. Otherwise, the characters might catch the cultists by surprise. The quasits remain invisible
                                                
                                            
                                                
                                                     common fungi are 2d6 bigwigs and 2d6 pygmyworts. Platform The cavern floor rises to form a natural 5-foot-high platform. A glowing ritual circle dominates the top of the platform. Any non-derro that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain
                                                
                                            
                                                
                                                     plagues all elvenkind.â
 â Nelar Autumnwell, 
elf cleric of Corellon Larethian
  A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
                                                
                                            
                                                
                                                     creatures. Utopians generally interpret the Holdfast principle as being about staying rooted in nature, and the Upwelling as concerned with slow, predictable, cyclical improvement. So they remain hidden in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     reach the settlement safely and promptly. 17b. Bugbear Sentries Hunkered down near the eastern wall of this 15-foot-high cave, gnawing on old bones, are six bugbears with orders to attack any non
                                                
                                            
                                                
                                                     of Skullport and lost. Skullportâs mind flayer ambassador (see area 21g) brought Nerozarâs animated corpse with it to Stromkuhldur, but Azrok wouldnât allow the beholder zombie to remain in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     creatures with non-Humanoid anatomies. However, two magic items inscribed with Djaynaian symbols are usable and remain intact: a sun blade and a staff of frost.
                                                
                                            
                                        






