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Returning 28 results for 'sprouting of range derived verdan'.
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Species
Acquisitions Incorporated
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
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
ancient sin, for which they and their children and their children’s children will always be held accountable.
Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Species
Sword Coast Adventurer's Guide
ancient sin, for which they and their children and their children’s children will always be held accountable.
Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
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
Ability Scores
Legacy
This doesn't reflect the latest rules and lore.
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Rules
is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from
the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Infernal Bloodline Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Infernal Bloodline Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10. Mushroom Farm This damp cave contains a large, shallow pool, around which colorful beds of moss grow. Sprouting from these mossy beds are scores of mushrooms that range in height from a few
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
approach the characters take, remember that learning the full scope of the orrery’s history, the secrets of its creator, and the range of its powers is the goal of the whole campaign. Whatever small bits
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alter Self 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the
adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Alter Self 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the
adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Kamadan A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the
combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes. Kamadan
Large monstrosity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan’s territory
.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tabaxi Minstrel Medium humanoid (tabaxi), chaotic good
Armor Class 12
Hit Points
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
you primarily view your magic as a weapon, or do you hate being forced into combat? Do you have a diverse range of spells, or is your magic largely oriented around combat? A player character is never
penalty associated with this; it’s just something to consider when describing your actions. As long as your DM approves, you could justify the abilities of an arcane class as being derived from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. Characters who approach the statue see a creature clinging to the ceiling behind it: Clinging to the ceiling behind the statue is a nine-foot-long slug with glistening black skin and tentacles sprouting
statue that the slug can see. The tentacle deals 8 (1d8 + 4) bludgeoning damage on a hit.
It has darkvision out to a range of 60 feet.
It understands Abyssal, Aquan, and Common, but can’t speak.
It
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage, and the target’s Speed decreases by 10 feet until the start of the hobgoblin’s next turn.
Longsword. Melee Attack
humanoid.
5 Sprouting flowers and leaves.
6 Suggestive of its creator’s appearance.
7 Underdeveloped and fleshy with beady eyes.
8 Woven and patchwork, like a well-loved toy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Rarity CR Range
Common 1–3
Uncommon 4–8
Rare 9–12
Very Rare 13–18
Legendary 19+
It’s possible to find a rare component even when you’re not looking for one. You
rules for magic item creation are derived from the system presented in Xanathar’s Guide to Everything. This also offers the idea that the creation of a magic item is a complex procedure and that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Primitive Plants
same way russet mold does. No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
shipyards sprouting from its wings. Atop the moth’s head stands a magnificent temple. A beam of light stretches from a crystal atop the temple toward the bright white star, Xaryxis.
An armada of
decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are surprised at the beginning of combat. The Xaryxian Armada The enemy armada
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) radiant damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be wreathed in light
the opportunity to menace someone new. Jodie Muir A faerie pest could be mistaken for a human toddler except for the black-feathered wings sprouting from the faerie’s shoulders. When engaged in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. The Day of Mourning caused her to remain asleep in this chamber. She is a neutral good ghost who can speak Common; she can also communicate telepathically within a range of 30 feet. If Alamar-Vatashi
beast that resembles a bear with three long, fleshy tentacles sprouting from its skull. Each tentacle is topped with a glowing, knobby lump of flesh.
The monster dwelling here is a blazebear (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s apprentices, until Arcturia transformed her into a monstrous horror. Preeta looks like an old woman with two beholder eyestalks sprouting from her eye sockets. Her mouth, twice as large as
call upon to bolster his defenses. She keeps these undead warriors locked in area 21q. Preeta is a mage, with these changes: Preeta is chaotic neutral. She has darkvision out to a range of 120 feet, and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fragment’s control, the body uses the knight stat block, has blindsight within a range of 30 feet, is blind beyond this radius, and acts immediately after the fragment in the initiative order. The
(Arcana) to ascertain the purpose of the large crystals sprouting from the floor. These crystals focus the ritual’s extraplanar energy, allowing the fragment of Krokulmar to remain on the Material
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
darkvision out to a range of 60 feet. A character can ascertain the eyestalk’s function with a successful DC 10 Intelligence (Arcana) check but can’t determine who’s peering through it, or from where
saving throws against poison and resistance to poison damage. They have darkvision out to a range of 60 feet. They speak Common and Dwarvish. Nihiloor the mind flayer has psychically and surgically