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Returning 35 results for 'strikes of race destroyed verdan'.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
New Race: Verdan 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
Species
Acquisitions Incorporated
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
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
Alter Self
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a
, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.
Outcast firbolgs can never return home. They committed some unforgivable deed, usually
call home.
Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural
Monsters
Eberron: Rising from the Last War
eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their name as their physical appearance changes — or, indeed, whenever the mood strikes them. Verdan make no differentiation between male, female, and family names, and often eschew family names
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
Monsters
Princes of the Apocalypse
him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
Monsters
Storm King's Thunder
and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can’t gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to
communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk’s most frightening
Monsters
Storm King's Thunder
secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can’t gain or use is to be destroyed. Unsentimental by nature, yakfolk
parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations
. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn. Without a cultural identity or memory of their own, the verdan
Monsters
Mythic Odysseys of Theros
5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.Arasta can take 3 legendary actions, choosing from the options below
touching her webs. Each creature restrained by a web or Arasta’s Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature’s name, race
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
, determined to find a greater purpose.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
clandestine tours into the caverns by those who want other dangerous relics destroyed. See “Franchise Tasks and Downtime” in chapter 2 for more information on those new activities.
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; entire society forever stands prepared for war.
Brutal Civility
Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold
gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of the fallen. Nomog-Geaya is the greater of the
Monsters
Quests from the Infinite Staircase
, and the target must succeed on a DC 21 Strength saving throw or have the prone condition.
Lightning Strike. A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature
, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.
If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced
Magic Items
Tasha’s Cauldron of Everything
destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
determines randomly) appears in your hands.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
Throne. You gain proficiency in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Tortle Traits As a tortle, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking
speed is 30 feet. Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Tabaxi Traits As a tabaxi, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Talons. You have talons that you can use to make unarmed strikes. When
using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
A Culture of Fugitives Despite all their unique and overwhelming abilities, the mind flayers are a race on the edge of extinction. Thousands of years ago, the illithids were the dominant power of the
mind flayers relied on a slave race, the gith, to provide physical labor and sustenance when other sources of food grew thin. Eventually, the gith revolted. Whether the mind flayers became decadent or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit
modifier.
Actions
Multiattack. The adept makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Air Elemental An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also
saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Air Elemental An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also
) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
throwing them into the Dagger River. The Day of Mourning (20 Olarune). The nation of Cyre was destroyed four years ago on the Day of Mourning. While the Mourning had an impact on everyone in Khorvaire
these three nights. Wise people spend these nights indoors with friends, but those who celebrate the darkness may take to the streets to prey on the weak and foolish. The Race of Eight Winds (23 Lharvion
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Yellow Musk Creeper
Medium plant, unaligned
Armor Class 6
Hit
) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
other hand, it’s just as easy to say that the gith of Eberron are tied to the setting and have no traffic with the broader multiverse. The gith are a race enslaved by the mind flayers, who overthrew these
from gith stock and turned these monsters against their own people. So it was the mind flayers who destroyed the gith—but worse still, the mind flayers are themselves a twisted reflection of the gith
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can’t gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches
once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
above those of our race. (Any) 4 Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care. (Any) 5 Inspiration. My actions set an example for the lesser castes to
to decide. 4 I have an interest in an unsuitable mate, which I can’t suppress. 5 I respect and emulate a great hero or ancestor. 6 An enemy destroyed something of value to me, and I will find where it