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Returning 35 results for 'seeing of ranges deep verdan'.
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Monsters
Lorwyn: First Light
disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of
the might of mountains and crush foes with the force of an avalanche.Name Sleep (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Name Sleep"}. The giant falls into a deep
Monsters
Forgotten Realms: Adventures in Faerûn
disastrous confrontations with enemies of her temporary allies, she’s elected to keep her personal lair secret. Deep within her lair is a hidden reading room where she usually keeps her spirit gem
.
The region containing Valindra’s lair is warped by her presence, creating the following effects:
All-Seeing. While in her lair, Valindra can cast Clairvoyance, requiring no spell components
monsters
it.Inscrutable, gargoyle-like fiends, nightgaunts soar over subterranean mountain ranges and the skies of alien worlds. These hunters are infamous for abducting victims and dropping them from
, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep within.Lightning, Poison, PsychicTickle. Wisdom Saving Throw: DC 16, one creature Grappled by the
Deep Dragon Wyrmling
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Monsters
Fizban's Treasury of Dragons
effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons&rsquo
Young Deep Dragon
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Monsters
Fizban's Treasury of Dragons
seeing the deepest places in the ocean.
8
I find I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation
in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
searching out new environments and seeing new vistas, they usually leave their lairs protected by servitors, allies, magic, traps, or some combination of these protections.
Deep Dragon Lair Features
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
environments and seeing new vistas, they usually leave their lairs protected by servitors, allies, magic, traps, or some combination of these protections.
Deep Dragon Lair Features
A deep dragon lair might
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
Species
Acquisitions Incorporated
the color of any verdan’s hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan’s ears also undergo numerous
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
Magic Items
Quests from the Infinite Staircase
following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).
Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of
. Its voice is soft and deep but rises in a wild furor when it’s aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every
Monsters
Acquisitions Incorporated
believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does
when enemies hear K'thriss whisper the deep truths of the Ur — typically something about how on a geologic time scale, everyone's desires are meaningless — they remember it.
K'thriss's familiar
Species
Spelljammer: Adventures in Space
unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing over
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
Species
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
Axe of the Dwarvish Lords
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Magic Items
Dungeon Master’s Guide (2014)
Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ongoing Mutations Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as
they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their
Species
Mordenkainen Presents: Monsters of the Multiverse
; oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean’s surface.
Tritons have webbed hands and feet, small
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player
Gnome
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Species
Basic Rules (2014)
, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Seeing
or one from another source.
DEEP GNOMES
A third subrace of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow
Dwarf
Legacy
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Species
Basic Rules (2014)
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
Orc
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thinner on the far side of the river, where a light flashes amid a dark ring of standing stones.
The river ranges in depth but is never more than 10 feet deep. Muriel Vinshaw, a wereraven in human
form, lurks amid the circle of standing stones (area U6) and is using a lantern to signal the heroes. In the village proper, fog prevents a creature from seeing any other creature or object more than 120
Species
Mordenkainen Presents: Monsters of the Multiverse
without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Firbolgs can live up to 500 years.
Creating Your
the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged
with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged
with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Nightgaunt Faceless Fearmonger from the Far Realm Habitat: Mountain, Underdark; Treasure: Implements, Individual Inscrutable, gargoyle-like fiends, nightgaunts soar over subterranean mountain ranges
claws as “tickling” in a way that causes every sense to scream.
A nightgaunt’s head is a smooth, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Creating a Deep Dragon Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table
to help select spells for a spellcasting dragon. Deep Dragon Personality Traits d8 Trait
1 I will not risk injury at the hands of weaker creatures—especially while I can turn them against
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Deep Dragon Lairs Deep dragons make their lairs in the recesses of the Underdark, often near the settlements of people with whom they have alliances or enmities. Their lairs are highly individual
. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes. Deep dragons’ lairs serve as bases for the dragons
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The Astral Plane
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Cataclysm. Seeing the potential of a deep harbor so close to the mouth of a great river, the Empire of Istar invested heavily in the town, transforming it into a thriving trade hub. Solamnia soon found
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
University Contacts With a university as your patron, you are part of a sprawling bureaucracy—maybe deep in the tangles of it or, more likely, lingering at the edges. Wherever you sit in the network
7 A tired senior professor whose only joy in academia is seeing what you bring back from your adventures 8 An eager researcher who wants to come with you on every adventure because second-hand reports are always incomplete and unsatisfying
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice with a bluish tinge. A 2-foot-deep blanket of cold mist creeps across the floors, which aren’t slippery unless the text states otherwise. Darkness. The fortress is not illuminated. Frost giants
means of seeing in the dark. Doors. A door is a 25-foot-high, 8-foot-wide, 2½-foot-thick slab of chiseled ice with crude handles. In place of hinges, a door has thick, cylindrical pins of ice that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The Astral Plane
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
original expedition that lead to Daoine Gloine, the legendary city deep within the Barrier Peaks — and the site of Kwalish’s current laboratory. After reaching Daoine Gloine, the characters find the city
land explored in Tomb of Annihilation. The mysterious and poorly mapped peninsula contains several suitable mountain ranges, including the Mistcliffs and the Kobold Mountains. Elsewhere in Faerûn, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Elemental Plane of Fire A blazing sun hangs at the zenith of a golden sky above the Plane of Fire, waxing and waning on a 24-hour cycle. It ranges from white hot at noon to deep red at midnight, so
the darkest hours of the plane display a deep-red twilight. At noon, the light is intense. Most business in the City of Brass (see below) takes place during the darker hours. The weather on the plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
warmth of compassion, and the flame of desire. A blazing sun hangs at the zenith of a golden sky above the Plane of Fire, waxing and waning on a 24-hour cycle. It ranges from white hot at noon to
deep red at midnight, so the darkest hours of the plane display a deep red twilight. At noon, the light is nearly blinding. Most business in the City of Brass (see below) takes place during the darker