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Returning 35 results for 'tall sharp'.
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Monsters
Dragon of Icespire Peak
wears a fur-lined cloak over his studded leather armor.
He stands 6 feet, 6 inches tall, and has black hair and broad shoulders. His eyes are as blue, cold, and sharp as ice, and he sports a neatly
Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are
imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey.
In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
saving throw at the end of each of its turns, ending the effect on itself on a success.Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs.
A
nightmare beast’s legs end in claws, enabling it to climb well despite its size. Its skin is thick and tough, and its teeth are long and sharp. A pair of long, curved tusks jut from the sides of
races
battle fiends and aberrations.
Sahuagin are amphibious humanoids with leathery skin, sharp teeth, and webbed hands and feet. They have finlike crests on their heads, which extend and retract in response
to their mood. While the majority of sahuagin have gray-green scales, others have scales with dramatic, colorful patterns.
Sahuagin Traits
Creature Type: HumanoidSize: Medium (about 5–7 feet tall)Speed: 30 feetSwim Speed: 30 feet
races
Canisars are proud, fox-like humanoids, renowned for their fierce sense of kinship. They are famously described by others as having wits as sharp as their teeth. Their thick fur hides powerful
. Each canisar travels with stories and relics of their ancestors, and gives gifts to their friends and family throughout the year during different canisar festivals.
Canisar Traits
Creature Type: HumanoidSize: Small (about 3–4 ft. tall)Speed: 30 ft., burrow 10 ft.
races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
Aarakocra
Legacy
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races
Elemental Evil Player's Companion
upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to
sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and Undermountain. Any character who spends at least four hours in the Yawning Portal is likely to overhear tall tales about the Mad Mage and his dungeon. Not all rumors are to be believed, however
, and characters need keen ears and sharp insight to determine which stories have weight. Have each character make a DC 20 Intelligence (Investigation) check or Wisdom (Insight) check. If the check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and Undermountain. Any character who spends at least four hours in the Yawning Portal is likely to overhear tall tales about the Mad Mage and his dungeon. Not all rumors are to be believed, however
, and characters need keen ears and sharp insight to determine which stories have weight. Have each character make a DC 20 Intelligence (Investigation) check or Wisdom (Insight) check. If the check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Statue of Arcturia Here marks the perpendicular intersection of two corridors, one cut short by dead ends. Beyond an archway to the southwest is a stone statue of a 6-foot-tall skeletal figure
with butterfly wings sprouting from its back and sharp bone spurs on its forearms and elbows. The statue stands atop a 3-foot-high stone base. The statue clutches a stone wand and points it toward the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Statue of Arcturia Here marks the perpendicular intersection of two corridors, one cut short by dead ends. Beyond an archway to the southwest is a stone statue of a 6-foot-tall skeletal figure
with butterfly wings sprouting from its back and sharp bone spurs on its forearms and elbows. The statue stands atop a 3-foot-high stone base. The statue clutches a stone wand and points it toward the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Statue of Arcturia Here marks the perpendicular intersection of two corridors, one cut short by dead ends. Beyond an archway to the southwest is a stone statue of a 6-foot-tall skeletal figure
with butterfly wings sprouting from its back and sharp bone spurs on its forearms and elbows. The statue stands atop a 3-foot-high stone base. The statue clutches a stone wand and points it toward the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to
sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to
sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and Undermountain. Any character who spends at least four hours in the Yawning Portal is likely to overhear tall tales about the Mad Mage and his dungeon. Not all rumors are to be believed, however
, and characters need keen ears and sharp insight to determine which stories have weight. Have each character make a DC 20 Intelligence (Investigation) check or Wisdom (Insight) check. If the check
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Harp. This haunted harp stands 6 feet tall and weighs nearly 300 pounds. It’s in fine condition and looks as if it’s been oiled regularly. Any character who touches the harp must succeed on a DC 14
fast-paced, glass-sharp tune they’ve never heard before. If the character fails, they play the song brilliantly, but cut themselves messily on the harp strings, taking 1d2 slashing damage at the start
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Fhenimore Fhenimore is a tall, lanky human woman with a too-wide mouth filled with rows and rows of sharp teeth, like a shark. To accommodate her life underwater, Fhenimore’s hands and feet are both
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Harp. This haunted harp stands 6 feet tall and weighs nearly 300 pounds. It’s in fine condition and looks as if it’s been oiled regularly. Any character who touches the harp must succeed on a DC 14
fast-paced, glass-sharp tune they’ve never heard before. If the character fails, they play the song brilliantly, but cut themselves messily on the harp strings, taking 1d2 slashing damage at the start
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
several “relics” that it used in its rituals. These worthless items are stored in thirteen niches along the walls: A small, mummified, yellow hand with sharp claws (a goblin’s hand) on a loop of rope A
ghoul skin A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph) A bag full of bat guano A hag’s severed finger A 6-inch-tall wooden figurine of a mummy, its arms crossed over
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Harp. This haunted harp stands 6 feet tall and weighs nearly 300 pounds. It’s in fine condition and looks as if it’s been oiled regularly. Any character who touches the harp must succeed on a DC 14
fast-paced, glass-sharp tune they’ve never heard before. If the character fails, they play the song brilliantly, but cut themselves messily on the harp strings, taking 1d2 slashing damage at the start
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Fhenimore Fhenimore is a tall, lanky human woman with a too-wide mouth filled with rows and rows of sharp teeth, like a shark. To accommodate her life underwater, Fhenimore’s hands and feet are both
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
several “relics” that it used in its rituals. These worthless items are stored in thirteen niches along the walls: A small, mummified, yellow hand with sharp claws (a goblin’s hand) on a loop of rope A
ghoul skin A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph) A bag full of bat guano A hag’s severed finger A 6-inch-tall wooden figurine of a mummy, its arms crossed over
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Fhenimore Fhenimore is a tall, lanky human woman with a too-wide mouth filled with rows and rows of sharp teeth, like a shark. To accommodate her life underwater, Fhenimore’s hands and feet are both
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
several “relics” that it used in its rituals. These worthless items are stored in thirteen niches along the walls: A small, mummified, yellow hand with sharp claws (a goblin’s hand) on a loop of rope A
ghoul skin A desiccated frog lashed to a stick (could be mistaken for a wand of polymorph) A bag full of bat guano A hag’s severed finger A 6-inch-tall wooden figurine of a mummy, its arms crossed over
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Barbed Devil (Hamatula) Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in
sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Barbed Devil (Hamatula) Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in
sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Barbed Devil (Hamatula) Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in
sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Twisted Gallery Bas-Reliefs. The curved walls are lined with bas-relief carvings, and plaques mounted beneath them tell the story of a forgotten Waterdavian family.
Statues. Two 9-foot-tall
bearing and sharp features. The south statue depicts Lady Margaraste Shadowdusk, a middle-aged female human with long, curly hair and a kind smile. An inscription on the bottom of each statue identifies its subject.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Twisted Gallery Bas-Reliefs. The curved walls are lined with bas-relief carvings, and plaques mounted beneath them tell the story of a forgotten Waterdavian family.
Statues. Two 9-foot-tall
bearing and sharp features. The south statue depicts Lady Margaraste Shadowdusk, a middle-aged female human with long, curly hair and a kind smile. An inscription on the bottom of each statue identifies its subject.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Twisted Gallery Bas-Reliefs. The curved walls are lined with bas-relief carvings, and plaques mounted beneath them tell the story of a forgotten Waterdavian family.
Statues. Two 9-foot-tall
bearing and sharp features. The south statue depicts Lady Margaraste Shadowdusk, a middle-aged female human with long, curly hair and a kind smile. An inscription on the bottom of each statue identifies its subject.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wind almost always blows here, and it isn’t uncommon to smell salt in the air even dozens of leagues inland. Though this land is uncivilized, it isn’t barren. Even if many monsters hide in the tall
. Small bands of nomadic humanoids traverse these grasslands, as do monsters from out of the Wood of Sharp Teeth to the south, the Trollclaws to the north, or the serpent kingdom of Najara to the east
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are 8 to 12 feet tall, up to 2 feet thick, and topped with carnivore teeth, slivered seashells, and broken glass that glitters colorfully in the sun but also deters intruders. Any character who
climbs over the wall must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) slashing damage from the sharp objects. You can customize a villa by assigning the following decorative motifs to each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are 8 to 12 feet tall, up to 2 feet thick, and topped with carnivore teeth, slivered seashells, and broken glass that glitters colorfully in the sun but also deters intruders. Any character who
climbs over the wall must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) slashing damage from the sharp objects. You can customize a villa by assigning the following decorative motifs to each
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wind almost always blows here, and it isn’t uncommon to smell salt in the air even dozens of leagues inland. Though this land is uncivilized, it isn’t barren. Even if many monsters hide in the tall
. Small bands of nomadic humanoids traverse these grasslands, as do monsters from out of the Wood of Sharp Teeth to the south, the Trollclaws to the north, or the serpent kingdom of Najara to the east