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Returning 35 results for 'skills of relation deep verdan'.
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Magic Items
The Book of Many Things
This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the
Intimidation and Persuasion skills if you don’t already have it.
Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following
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
Species
Eberron: Rising from the Last War
useful as these services are, it’s the Banking Guild that truly defines the house. Kundarak’s lands in the Mror Holds include deep veins of precious metals, which the dwarves used to
establish the banking industry of Khorvaire. Anyone who makes a living from coin—from bankers to goldsmiths—likely learned their skills at House Kundarak. The security of banks bearing the
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
Monsters
Fizban's Treasury of Dragons
’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military
classes
Player’s Handbook
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common
Orc
Legacy
This doesn't reflect the latest rules and lore.
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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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
“Rampart” Sooviij These historians are fascinated by all time periods, and they regularly meet to discuss, debate, and deep dive into members’ favorite topics. Fantastical Horticulture Club Skills
Extracurricular Options (A-H) Student characters can join any of the following Extracurriculars. Dead Languages Society Skills: Athletics, History Member: Drazhomir Yarnask, Quentillius A. Melentor
classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
mission than merely slaying monsters and plundering their treasure.
Creating a Monk
As you make your monk character, think about your connection to the monastery where you learned your skills and spent
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves’ cant
Challenge 3 (700 XP)
Shapechanger. The deep
Deep Scion Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead. Sahuagin Deep Diver
Medium humanoid (sahuagin), lawful
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
9 (−1)
Saving Throws Con +4, Wis +3
Skills Perception +5, Stealth +5
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 4 (1,100 XP)
Blood Frenzy. The deep
Sahuagin Deep Diver These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
)
Saving Throws Con +8, Wis +6
Skills Perception +6, Stealth +11
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Deep Crow
Challenge 9 (5,000 XP)
Magic Resistance
)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Skills Acrobatics +2, Perception +4
Damage Immunities poison, psychic
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Deep Gnome (Svirfneblin) Deep gnomes, or svirfneblin, live far below the world’s surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity
typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
. To the dwarves, Moradin is the Creator. With his impeccable skills, he crafted the first dwarves and imbued them with a sense of relentless purpose, driven to apply their own crafting skills to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Deep Scion If you meet a human and there’s something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink.
— Volo
Deep scions
can take a form that is fully at home beneath the waves. Spies from the Sea. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Deep Dragon Young Deep Dragon
Large Dragon, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Dex +4, Con +6, Wis +5, Cha +6
Skills Perception +5
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Deep Dragon Wyrmling Deep Dragon Wyrmling
Medium Dragon, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft
.
STR
14 (+2)
DEX
11 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws Dex +2, Con +3, Wis +3, Cha +3
Skills Perception +3
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
Skills Perception +4
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 10
Languages Common, Undercommon
CR 1/2 (XP 100; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Deep Scion Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who
into a shape-shifter that can take on an aquatic form. A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
connection to its ruling family or its businesses. The Adventurer, though, is hired by the house for more traditional adventuring skills—usually capabilities that the house’s other agents lack. The Adventurer
might have a wide range of abilities, particular to whatever needs the House has at the time. Many with peculiar skills or highly specific fields of expertise find themselves in the employ of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Shark A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. Giant Shark
Huge beast
)
CHA
5 (−3)
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 5 (1,800 XP)
Blood Frenzy. The shark has advantage on melee attack rolls against
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hunter Shark Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A
)
DEX
13 (+1)
CON
15 (+2)
INT
1 (−5)
WIS
10 (+0)
CHA
4 (−3)
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages —
Challenge 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings. Hook horrors feed
bodies to vocalizations that sound like strange squawks, screams, or clicks. Only hook horrors know the meaning of these noises, but many people who explore the Underdark or live near deep-reaching
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Persuasion +4, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common, Primordial
Challenge 1 (200 XP
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
A prisoner of the sahuagin in The Final Enemy, Kysh is a defender of the deep sea realms who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
INT
7 (-1)
WIS
12 (+1)
CHA
9 (-1)
Skills Perception +4
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 14
Languages Common, Deep Speech, telepathy
skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, monstrous rats empowered by fiendish blood. This unholy influence gives sewer kings their enormous size, supernatural strength, wicked cunning, and ability to speak. Deep in the bowels of towns and cities
rat’s beck and call. LORD SKITTER OF EDGEWALL
Lord Skitter is a sewer king who lives deep in the ancient dwarven ruins beneath the town of Edgewall, situated in the lands between the realm and the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
and other exotic metals. Anyone who presumes to look down upon goblinoids should be surprised by the skills of the Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Pest Mascot Grumpy, spiky, and generally irritating, pest mascots inhabit the muggy bayou of Sedgemoor. However, these ferret-sized swamp creatures hold deep wells of life essence, making them
5 (−3)
WIS
13 (+1)
CHA
4 (−3)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Regeneration. The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Githyanki Buccaneer Githyanki 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
Skills Athletics +5, Deception +3, Perception +3, Survival +3
Senses passive Perception 13
Languages Common, Gith
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Multiattack. The githyanki
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
12 and live up to 50 years. Alignment. The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment. Size. Your size is
the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. Languages. You can speak, read, and write Common and Orc.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
CHA
7 (–2)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
Challenge 1 (100 XP)
Aberrant Quickness (Recharge after a Short or Long Rest).The
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
, frightened, prone
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
Challenge 5 (1,800 XP)
Ambush. On the first round of each combat, the mangler has advantage on attack rolls