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Returning 35 results for 'shapes beings'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
Monsters
The Book of Many Things
with advantage.Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with
altered by the medusa’s presence, creating one or more of the following effects:
Faces in Stone. Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils
relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as balors and hell hounds. Giants are towering beings with humanlike shapes, like cyclopes, fire giants, and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
pixies. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like cyclopes, fire giants, and trolls. Humanoids are
beings, such as aboleths, beholders, flumphs, and mind flayers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as balors and hell hounds. Giants are towering beings with humanlike shapes, like cyclopes, fire giants, and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
pixies. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like cyclopes, fire giants, and trolls. Humanoids are
beings, such as aboleths, beholders, flumphs, and mind flayers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Transport via Plants
Wall of Thorns
Wind Walk
7th Level Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th Level Animal Shapes
Antipathy
Compendium
- Sources->Dungeons & Dragons->Monster Manual
lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their
pleasant memories. 4 Disconnected parts, visible thoughts, or errant shapes. 5 Machinelike, stoic, symmetrical, or suggestive of judgment. 6 Morbid, menacing, or monstrous or that embody the viewer’s fears.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control
Reverse Gravity
8th Level
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Sunburst
9th Level
Foresight
Shapechange
Storm of Vengeance
True Resurrection
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Transport via Plants
Wall of Thorns
Wind Walk
7th Level Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th Level Animal Shapes
Antipathy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control
Reverse Gravity
8th Level
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Sunburst
9th Level
Foresight
Shapechange
Storm of Vengeance
True Resurrection
Compendium
- Sources->Dungeons & Dragons->Monster Manual
lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their
pleasant memories. 4 Disconnected parts, visible thoughts, or errant shapes. 5 Machinelike, stoic, symmetrical, or suggestive of judgment. 6 Morbid, menacing, or monstrous or that embody the viewer’s fears.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings.
4 Flames that are predominantly white, blue, or a more unusual color.
5 The form of a calm or tormented
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings.
4 Flames that are predominantly white, blue, or a more unusual color.
5 The form of a calm or tormented
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry
accept without strain. Titanic creatures swim through nothingness there, and unspeakable beings whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry
accept without strain. Titanic creatures swim through nothingness there, and unspeakable beings whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
strange shapes and figures within. What happens to the lands claimed by the Shroud is a mystery, and none who enter it return. Despite facing gradual annihilation, Darkon’s living population largely ignores
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or stranger shapes, these beings are messengers of the gods and aides to those gods’ servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
strange shapes and figures within. What happens to the lands claimed by the Shroud is a mystery, and none who enter it return. Despite facing gradual annihilation, Darkon’s living population largely ignores
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or stranger shapes, these beings are messengers of the gods and aides to those gods’ servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.
On their home plane, gargoyles carve out
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.
On their home plane, gargoyles carve out
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->Monster Manual
into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes
abysses, magical springs, and whirlpools. Water elementals’ shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes
abysses, magical springs, and whirlpools. Water elementals’ shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe’s best carvers as their leaders, shamans, and
. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.
Stone Giant
Huge giant, neutral
Armor Class 17 (natural armor)
Hit Points 126 (11d12 + 55
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past
they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. d8 Personality Trait 1 I’ve been isolated for so long that I rarely speak, preferring gestures and the






