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Returning 35 results for 'strikes of race down visible'.
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
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
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
foliage enclose the marsh. The basin is named after the aldani, a race of lobsterfolk (see appendix D). Many Chultans recall childhood fables about the eerie lobsterfolk that lived in the rivers and lakes
hexes away it’s visible through the mist and heat haze). See “Heart of Ubtao,” for more information on this location.
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
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->The Wild Beyond the Witchlight
, and ravens cluster and caw in its granite nooks. A crooked finger of lightning strikes a metal rod protruding from the topmost spire, and the sound of applause drifts over the citadel’s battlements
cloud balloon (see chapter 2), it is tethered to a balcony (area M16) and visible to all who approach. Describe the balloon as follows: A large balloon made of bulging rain clouds is tethered to a much
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->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->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->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vulnerable. Some linger like scars, not always visible but ever-present. Perhaps more so than any other race, elves are familiar with all aspects of memory. From birth, elves don’t sleep but instead
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
A large star or comet appears in the night sky, shedding as much light as the full moon.
2 A constant stream of meteors is visible in the sky, even during the day, always moving in the same
particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin.
6 Locusts, cicadas, wasps
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon
’ virtues in their everyday lives.
Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Yeth Hound Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to
to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your
, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in such a place. Oracular Conflux Adventures d12 Adventure Goal
1 Race an air elemental to an oracular conflux in order to receive a prediction of the future before the elemental’s
strikes the rod, magical iron plates in the floor temporarily glow in the colors of the rainbow. Oracles use this display to predict the future. Another section contains living areas for priests and oracles
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until
follow that attack with a bonus action, making one attack against the target with your hooves. Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
of the lizardfolk soon shifts to either the walking castle or any visible character. They energetically wave and ask the characters to stop for a minute. Lizardfolk Competitors The twelve lizardfolk
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
visible beyond. The floor just past the first archway gleams wetly.
Creature. None of the supplies are salvageable. While searching, the characters might blunder into a gray ooze that occupies the
middle chamber of the three. While motionless, the ooze is indistinguishable from a patch of wet stone. It is alerted when characters force open the door, and it strikes at the first character who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
15–18 3d4 skeletons 19–20 1d3 minotaur skeleton Cliff and Ladder A cliff 2d4 × 10 feet high blocks the party’s passage, but a rolled-up rope ladder is visible at the top. If someone can climb the
decreases by 1. Ruins The adventurers come across a small ruin hidden in the Underdark. This might be the creation of a subterranean race or a surface ruin that collapsed and sank long ago. If the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
visible if he is spotted. Bardok is too mellow to care about intruders, so that if the characters approach him carefully, they discover he’s a big fan of Acquisitions Incorporated and is willing to help
zombies surrounds a dozen Dran Enterprises pirates, who are fighting for their lives. The ship is moored at an old and decaying dock, with a single building visible against a forest of thick trees. In
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Secret Room A ladder in this room leads up to the trapdoor in area B40. The outline of a secret door to area B46 is visible here. The room is otherwise empty. B46: Demetrius’s Bedroom Dust coats this
chest with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools. Secret Door. The south wall holds a secret door to area B46. The outline of the door is visible here. Treasure
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventure hooks that you can use instead, or combine with the ones here, as inspiration strikes you. Delve into the Past d6 Adventure Hook 1 During a long drought, the water level of a lake lowers
the light that is barely visible far below. 2 Characters find a coded journal in a dragon’s treasure hoard, indicating a path to a hidden paradise. 3 Adventurers find a giant-sized ring inscribed with
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours. Flame Storm. Sooty thunderclouds shot through with red and
world beyond might be visible in blurred or distorted visions of scenery or especially prominent landmarks. Creatures or specific details are not visible beyond an unearthly road. Some unearthly roads
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flickering light is visible before the characters enter. The steep passage opens into a chamber with a convex floor. Scores of humanoid skulls, most of them scorched and charred, are stuffed into
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
gives them a tour, talks about various parts of town, and rambles about anything unimportant that strikes her fancy. Friends? Laevella offhandedly notes if the characters have not already done so, they
inquires about a symbol with three eyes, Theran’s face wrinkles with visible distaste. “That is no symbol of the Blinding Light and must be heresy made manifest.” Theran states they saw three eye
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
) piercing damage.
Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
11(+0)
DEX
17(+3)
CON
13(+1
XP)
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The adept makes three unarmed strikes or three dart