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Returning 35 results for 'start small'.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Start Small When you first start building your campaign, start small. The characters need to know only about the city, town, or village where they start the game, and perhaps the nearby dungeon. You
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Species
Player’s Handbook
celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the
aasimar learns to reveal their full celestial nature.
Aasimar Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Spells
Player’s Handbook
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
Monsters
Monster Manual
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaad’s next turn
Monsters
Monster Manual
Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack
":"Nightmare Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of the oni’s next turn.
Shape-Shift. The oni shape-shifting;shape-shifts
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk’s next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
damage only.Necrotic, PoisonAbsorb Body. Strength Saving Throw: DC 15, one Medium or Small creature the necrohulk can see within 5 feet. Failure: The target is pulled into the necrohulk’s space
Monsters
Monster Manual
Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn.
Spellcasting. The animal lord casts one of the following spells, requiring
RestorationLegendary Action Uses: 3. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each
Monsters
Monster Manual
). The animal lord gains 20 Temporary Hit Points. Marked as Prey (Hunter Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
Monsters
Monster Manual
. Immediately after another creature’s turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each of its turns
attack.Cold, Fire, Necrotic, Psychic, RadiantShape-Shift. The animal lord shape-shifts into a Huge or smaller version of the animal it represents or a Medium or Small Humanoid, or it returns to its true
Monsters
Monster Manual
saving throw.
Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.
As an action, a creature within 5
", "rollAction":"Engulf", "rollDamageType":"Acid"} Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by
Monsters
Monster Manual
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Legendary Magic Items
Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the
Beckoning Death.
The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn’t move
Magic Items
Storm King's Thunder
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is
used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
Monsters
Tales from the Yawning Portal
1/day each: charm person, sleet storm, gaseous form, sleep, fear
Magic Weapons. Xipe's weapon attacks are magical.
Regeneration. Xipe regains 10 hit points at the start of his turn if it has at least
":"slashing"} slashing damage, or 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Glaive","rollDamageType":"slashing"} slashing damage in Small or Medium form.
Change Shape. Xipe
Monsters
Quests from the Infinite Staircase
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
turn with 0 hit points and doesn’t regenerate.
Thorny Body. At the start of its turn, the vegepygmy deals 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Thorny Body
Monsters
Quests from the Infinite Staircase
Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The robot
mollifying phrases or make shallow but pleasant small talk.
Robots
Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their
Monsters
Quests from the Infinite Staircase
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 3 hit points at the start of
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to
avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Monsters
Phandelver and Below: The Shattered Obelisk
":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, a creature takes half as much damage only.
Spellcasting (Psionics). Lowarnizel casts
magically transforms into any creature that is Medium or Small, while retaining his game statistics (other than his size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Dazzling Slam", "rollDamageType":"psychic"} psychic damage, and the target is blinded until the start of the dolphin
groups of sea elves, tritons, and tortles as guardians and friends.
Dolphins
Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet
Monsters
Quests from the Infinite Staircase
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 7 hit points at the start of
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
Monsters
Quests from the Infinite Staircase
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
is a Medium or smaller creature, it has the grappled condition (escape DC 16). While grappled in this way, the target has the restrained condition, and at the start of each of the wolf-in-sheep&rsquo
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from
holy water, this trait doesn’t function at the start of its next turn.
Unusual Nature. The vampire doesn’t require air.
Vampire Weaknesses. The vampire has the following flaws
Monsters
Strixhaven: A Curriculum of Chaos
Regeneration. The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point.
Verdant Talisman. At the end of a 10-minute ritual, the apprentice can touch one willing
creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6;{"diceNotation":"1d6
Monsters
Storm King's Thunder
target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and if the target is a Small or smaller creature, it must succeed
takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the start of each of the wormling’s turns.
If the wormling takes 10 damage or
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
condition until the start of the high fae’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. The high fae casts one of the following spells, requiring no
impostor takes on the identity of another creature, the impostor magically gains access to a small portion of that creature’s mind—any information that the creature might share with a casual
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Thunderous Honk", "rollDamageType":"thunder"} thunder damage and has the deafened condition until the start of the goose’s next turn. On a
gold, 1 foot long and weighing 2 pounds. The shell is worth 100 gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can
Monsters
Vecna: Eve of Ruin
’s area for the first time on a turn or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or have the prone condition. The ice disappears at the start of the borthak&rsquo
and has the poisoned condition until the start of the borthak’s next turn. On a successful save, the creature takes half as much damage only.Reactive Tail. When a creature within 10 feet of the
Monsters
Journeys through the Radiant Citadel
advantage on attack rolls until start of its next turn.
Invigorate. The aurumvorax regains 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"heal","rollAction":"Bite (Invigorate)"} hit points
particular taste for gold. This diet lends aurumvorax fur its golden sheen.
Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with
Monsters
Guildmasters’ Guide to Ravnica
choose to succeed instead.
Shapechanger Savant. Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any
only at the end of another creature's turn. Lazav regains spent legendary actions at the start of his turn.
Attack. Lazav makes a weapon attack.
Cast a Spell (Costs 2 Actions). Lazav casts one of his
Monsters
Bigby Presents: Glory of the Giants
effects.
Regeneration. The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies
regarded as an avatar of their fearsome god.
A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack it from beyond its reach or to escape through a small
Monsters
Vecna: Eve of Ruin
":"Dragon's Fury", "rollDamageType":"psychic"} psychic damage and has the frightened condition until the start of Windfall’s next turn. On a successful save, the target takes half as much damage
legendary action at a time and only at the end of another creature’s turn. Windfall regains spent legendary actions at the start of her turn.
Deft Dance. Windfall moves up to her speed without






