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Returning 35 results for 'serve of rely deep vast'.
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Monsters
Forgotten Realms: Adventures in Faerûn
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
local environment, consuming vast quantities of fish and pale crabs and cultivating fungal growths. They bully nearby communities when they can or enter into cautious arrangements with powerful
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.In Lorwyn, giants are curious colossi who roam vast plains, bathe in salty lagoons, and nap against
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
Circle of the Land (Desert)
Legacy
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
in the center of a vast underground salt lake.
Deep Dragon Lairs
Deep dragons make their lairs in the recesses of the Underdark, often near the settlements of people with whom they have
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
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
Monsters
Acquisitions Incorporated
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Magic Resistance. The ancient deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the ancient deep crow can take the
Circle of the Land (Arctic)
Legacy
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Deep Dragon Wyrmling
Legacy
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Monsters
Fizban's Treasury of Dragons
serve.
2
Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor.
3
A disguised deep dragon offers access to rare artifacts—to a party who is willing to
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
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
underground lakes.
Deep dragons’ lairs serve as bases for the dragons’ explorations, as well as providing safe storage for their hoards. When these curious creatures are away from home
. 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
Monsters
Ghosts of Saltmarsh
Keen Hearing and Sight. The merfolk scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Amphibious. The merfolk can breathe air and water.Multiattack. The merfolk scout
+ 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
Circle of the Land (Forest)
Legacy
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Young Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
they serve.
2
Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor.
3
A disguised deep dragon offers access to rare artifacts—to a party who is willing to
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
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
+ 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.Heralded by the ominous, deep rumbling of their strange song, great packs of dire
Monsters
Waterdeep: Dungeon of the Mad Mage
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Copper has advantage on saving throws against poison.Multiattack. The scout makes two
melee attacks or two ranged attacks.
Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
door, dispel magic, fly, invisibilityThough deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit
lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlocks
The
Scout
Legacy
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Monsters
Basic Rules (2014)
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee
. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
Monsters
Guildmasters’ Guide to Ravnica
metaphor or nuance.
Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest
infantry.
WINGED KRAUL WARRIORS
Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops.
Nature Domain
Legacy
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Classes
Player’s Handbook (2014)
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with
particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret
Monsters
Mythic Odysseys of Theros
Keen Sight. The raptor has advantage on Wisdom (Perception) checks that rely on sight.
Recorded Mimicry. The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A
"} piercing damage.Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over
Monsters
Guildmasters’ Guide to Ravnica
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast.
classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Coast)
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Grassland)
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Swamp)
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Underdark)
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread
Classes
Player’s Handbook (2014)
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with
particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret
Hell Hound
Legacy
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Monsters
Basic Rules (2014)
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least
failed save, or half as much damage on a successful one.Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.Fire
Monsters
Planescape: Adventures in the Multiverse
. Some bariaurs sate their wanderlust by exploring their home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by
eagerly suggesting gate-town attractions and other points of interest. Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the Outer
Monsters
Baldur’s Gate: Descent into Avernus
are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull lashers are spellcasters who use magic to augment their combat abilities. The
master of souls;Masters of Souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.
Monsters
Spelljammer: Adventures in Space
invisible)
1/day each: plane shift, telekinesisGithyanki buccaneers ply the Astral Plane for riches, which they haul back to their hidden fortresses in the Deep Astral. Many of them are warriors who
lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom.
Githyanki
Githyanki descend from an ancient people who were also the
Monsters
Storm King's Thunder
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. The scout has advantage on saving throws against being charmed, and magic
"} piercing damage.Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the
Yeth Hound
Legacy
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Monsters
Volo's Guide to Monsters
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
Boggle
Legacy
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Monsters
Volo's Guide to Monsters
of the boggle's next turn.
Uncanny Smell. The boggle has advantage on Wisdom (Perception) checks that rely on smell.Pummel. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit
boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all