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Returning 35 results for 'score of rise down verdan'.
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Species
Acquisitions Incorporated
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
Species
Strixhaven: A Curriculum of Chaos
character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
Creating Your Character
If you create an owlin character, follow these
additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
of this crumbling domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods.
Kartakass. Whimsical witches make their homes in the forests of Kartakass. They eagerly
.
When you create a character using a lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee UNDERLYING IMPROVEMENTS
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
Species
Mordenkainen Presents: Monsters of the Multiverse
inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.
Creating Your Character
At 1st level, you choose whether your
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ghoul Ghouls rise from the bodies of cannibals and villains with depraved hungers. They form packs out of shared voracity. Ghoul Medium Undead, Chaotic Evil
AC 12 Initiative +2 (12)
HP 22 (5d8
)
Speed 30 ft.
Ability Score Mod Save
Str 13 +1 +1
Dex 15 +2 +2
Con 10 +0 +0
Ability Score Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 6 −2 −2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creatures are indistinguishable from the liquid surrounding them. Should their aquatic territory be disturbed, they rise as animate water spouts with vague snake- or dragon-like features. Often their
Elemental, Neutral
AC 13 Initiative +3 (13)
HP 65 (10d10 + 10)
Speed 5 ft., Swim 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +3
Con 13 +1 +1
Ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
consume and grow. These masses of vegetation rise up to half again as tall as a human and possess thick limbs and a vague head. As they move through bogs and undergrowth, they ensnare creatures that
come within reach. Shambling mounds bury those they catch within their own forms as compost. Strange circumstances might give rise to shambling mounds, transforming vegetation into hulks with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the Shadowfell. Their victims rise as new shadows and prey on the living. Shadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from
defiled site. Shadow Medium Undead, Chaotic Evil
AC 12 Initiative +2 (12)
HP 27 (5d8 + 5)
Speed 40 ft.
Ability Score Mod Save Str 6 −2 −2 Dex 14 +2 +2 Con 13 +1 +1 Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rise and fall of nations and interpret supernatural omens, interfering in the world only when they’re needed most. Taras Susak
Storm Giant Huge Giant, Chaotic Good
AC 16 Initiative +7 (17
)
HP 230 (20d12 + 100)
Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft.
Ability Score Mod Save
Str 29 +9 +14
Dex 14 +2 +2
Con 20 +5 +10
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
off your bones—you lot have been through it all. But good news, there’s a town full of warm hearths right over this rise.
You’ll never reach it, but at least your last thoughts will be warm.
—Koran
, winter wolf
Winter Wolf Large Monstrosity, Neutral Evil
AC 13 Initiative +1 (11)
HP 75 (10d10 + 20)
Speed 50 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 13 +1 +1
Con
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gulthias Blight Ancient plants twisted by evil, Gulthias blights feed on blood and despoil the surrounding land, often giving rise to subservient blights. These cursed plants take their name from the
the blights’ corruption. Gulthias Blight Gargantuan Plant, Neutral Evil
AC 20 Initiative +5 (15)
HP 264 (16d20 + 96)
Speed 50 ft.
Ability Score Mod Save
Str 25 +7 +7
Dex 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Frost Giant Giant of the Ice and Snow Habitat: Arctic, Mountain; Treasure: Armaments Robson Michel From glacial mountain heights and vast tundras rise the homes of frost giants. These giants have
, frost giant
Frost Giant Huge Giant, Neutral Evil
AC 15 Initiative +2 (12)
HP 149 (13d12 + 65)
Speed 40 ft.
Ability Score Mod Save
Str 23 +6 +6
Dex 9 −1 −1
Con 21
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. It pauses before the figure, who climbs onto the undead terror’s back. Together, they rise into the air and circle the city before flying south and out of sight.
The character with the highest
passive Wisdom (Perception) score recognizes the Undead dragon’s rider from Kalaman’s catacombs—this is the knight Lord Soth, whose image they saw there. The temple the characters see is detailed in the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rise as shades obedient to the shadow dragon’s will. Shadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases
Dragon, Chaotic Evil
AC 15 Initiative +4 (14)
HP 45 (6d8 + 18)
Speed 30 ft., Climb 30 ft., Fly 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 14 +2 +4
Con 17 +3 +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beauty—natural or otherwise—risk returning as a banshee.
All manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee’s
Banshee Medium Undead, Chaotic Evil
AC 12 Initiative +2 (12)
HP 54 (12d8)
Speed 5 ft., Fly 40 ft. (hover)
Ability Score Mod Save
Str 1 −5 −5
Dex 14 +2 +2
Con 10
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Kalakeri’s two factions. Every character begins with 0 renown score with each faction. Characters gain or lose points as they act against or in the service of either faction. As they do so, their standing
with the factions changes, granting them access to favors or provoking reprisals. Characters adjust their renown score once per adventure, and rarely by more than 5 points. The Renown in Kalakeri table
Compendium
- Sources->Dungeons & Dragons->Monster Manual
162 (13d12 + 78)
Speed 30 ft.
Ability Score Mod Save
Str 25 +7 +7
Dex 9 −1 +3
Con 23 +6 +10
Ability Score Mod Save
Int 10 +0 +0
Wis 14 +2 +2
fire and the half-remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
area. They rise up and attack intruders, surprising those who have a passive Wisdom (Perception) score lower than 12. Behind each door is a rough-hewn chamber with a 50-foot-high ceiling. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
catastrophic pain, or magical blasphemies, wraiths spread suffering and the torment of undeath. Humanoids that die near a wraith might be entrapped by the foul spirit and rise as specters bound to the
Shadowfell or Negative Plane.
Wraith Medium or Small Undead, Neutral Evil
AC 13 Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 5 ft., Fly 60 ft. (hover)
Ability Score Mod Save
Str 6 −2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
subraces in the Player’s Handbook include an ability score increase, a weapon training feature, and two or three additional traits. Given the story of the eladrin and their magical nature, an increase to an
misty step is a 2nd-level spell, this ability is potent enough that the subrace doesn’t need additional traits. This leaves us with the following features for the eladrin subrace: Ability Score
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mortal would be an act of generosity, and he expects to be compensated for it. Those who rise to the ranks of true champions of Erebos, though, embrace death and their inescapable destiny in the
. (Neutral)
6 Power. I relish having mastery over life and death. (Evil)
Earning and Losing Piety You increase your piety score to Erebos when you expand the god’s influence in the world in a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
family suffered during the rise of Xenagos, leaving you with unresolved rage.
2 You swore yourself to Klothys, offering your service in exchange for reprieve from a mundane destiny.
3 Born
who suffer, and I mean to keep them safe. (Good)
Earning and Losing Piety You increase your piety score to Klothys when you expand the god’s influence in the world in a concrete way through acts
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
advance the goals of your guild through your adventures, you become an increasingly important part of the guild’s activities. You might rise through the ranks, eventually taking up a position at the
right hand of the guildmaster — or even becoming the master yourself! Your status in your guild is measured by your renown score. As you increase that score, you gain the opportunity to advance in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
objectives—blackmailing a councilor here, purchasing a shipping company there. But with the rise of Daask, the Boromars have the new and urgent goal of eliminating their upstart rival once and for all
weaponry across Sharn. Boromar Smuggler Small Humanoid (Halfling), Neutral Evil
AC 13 Initiative +4 (14)
HP 27 (6d6 + 6)
Speed 40 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 15
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Characters with a passive Wisdom (Perception) score of 18 or higher notice hints of figures wearing red-and-black clothing among the tree branches ahead in area P2. These are Dragon Army soldiers
canopy as they climb a ring-shaped rise around the temple. Sloping stone stairs climb the rise, and on the other side, another set of stairs descends into the shallow water.
The neutral treant
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
consider their society a meritocracy, where anyone can work hard and rise above their current station—provided they live long enough. Therefore, citizens maintain healthy lifestyles, drink medicinal
. Grand Dynasty Yongjing is the governmental center of the flourishing Xing dynasty. At the top sits the White Jade Emperor, the third since the rise of the Xing dynasty. Like nearly all the previous
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
,” they sleep in earthen graves hidden under covers made of sod and dead grass. Characters entering the circle who have a passive Wisdom (Perception) score of 16 or higher notice the dozen covered
graves scattered throughout the field. The druids and the berserkers rise from their graves and attack if anyone approaches or damages the statue, or if they are discovered and attacked. The druids are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ascending the ziggurat by any means other than climbing the stairs. Characters who try to fly up rise above the trees but never get any closer to the ziggurat, as if they’re flying into a powerful
mortal. First Steps The steps from the ground to level 1 of the ziggurat are 50 feet long and rise 30 feet. A tangle of roots, vines, and creepers covers the steps. Characters can climb the first 10
Compendium
- Sources->Dungeons & Dragons->Divine Contention
hatch to the stores can only be opened by creatures with a combined Strength score of 18 or more. While hidden in the fog cloud, the cultists abandon the siege weapons and stay below deck. Instead, a
they pick it up. When Talos attacks the ship, these characters won’t find it so easy to escape (see “Rise of the Storm Lord”). D5. Storage Lockers These lockers contain supplies for manning the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a creature, its glow fades and the spirit departs. A3: Waterfall Ascent The walls of the tepui rise 1,000 feet but boast plentiful handholds, making the tepui easy to climb without an ability check
. Characters who have a passive Wisdom (Perception) score of 20 or higher, or who pass through the waterfall to see what’s behind it, find a ledge about 100 feet from the ground. Upon the ledge rests an elf
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Bronze Shrine Locations The following locations are keyed to the map of the Bronze Shrine. B1. Jetty This stone jetty and rocky rise lead to a tunnel with a 10-foot-high entrance carved into the tip
of the dragon relief’s tail. During high tide the jetty, the rise, and the tunnel entrance are submerged in ocean water. High tide begins at midnight and noon each day and lasts for six hours.
Map