Dungeons & Dragons: Mordenkainen Presents: Monsters of the Multiverse: 1

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Dungeons & Dragons: Mordenkainen Presents: Monsters of the Multiverse: 1

Dungeons & Dragons: Mordenkainen Presents: Monsters of the Multiverse: 1

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Aarakocra ........................................... ........... 6 Canoloth ...................................................... 69 Eladrin, Summer ........... .......................... 116 Alignment. The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment. Spells: Blink • Blinding Smite • Polymorph • Draconic Transformation • Cloud Of Daggers • Booming Blade • Wall of Sand • Aganazzars Scorcher

Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. A multiverse of lore. Includes updates to monster lore that refocuses the stories on the D&D multiverse, rather than on any particular world. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences — or might even be hairless!

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon. a b "Monsters of the Multiverse D&D Beyond FAQ". D&D Beyond. May 10, 2022. Archived from the original on May 10, 2022 . Retrieved May 11, 2022. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Best-Selling Books Top 150" (PDF). USA Today. May 29, 2022. Archived from the original (PDF) on June 4, 2022 . Retrieved May 28, 2022.Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Aasimar................................... ........ ............... 7 Catoblepas ................................. .................. 70 Eladrin, Winter ......................... ............... 117 Original Design: Jeremy Crawford, Adam Lee, Mike Mearls, PINDURSKI , Claudio Pozas , April Prime, Grzegorz Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium. a b "D&D Beyond Will Delist Two Dungeons & Dragons Rulebooks Next Week". ComicBook.com. May 11, 2022 . Retrieved May 11, 2022.

A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa — mighty beings of air — and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival. Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today — even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden. Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.



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