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

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Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

Size. In their natural forms, changelings average between 5 and 6 feet in height, with a slender build. Your size is Medium. Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Sheehan, Gavin (September 27, 2021). "Dungeons & Dragons Announces Rules Expansion Gift Set". Bleeding Cool News And Rumors . Retrieved February 1, 2022.

What's in Monsters of the Multiverse?

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Ability Score Increase. Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice). Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Alignment. Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief. D&D Beyond Provides Update on Monsters of the Multiverse Integration". ComicBook.com. January 21, 2022 . Retrieved February 1, 2022.

Flight. Because of your 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. Design Department: Sydney Adams, Judy Bauer, Makenzie De Armas, Dan Dillon, Amanda Hamon, Ari Levitch, Ben Petrisor, Taymoor Rehman, F. Wesley Schneider, James Wyatt War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mordenkainen's Tome of Foes (2018) . It also includes revised Julian Kok, Michael Komarek, Daniel Landerman, Olly Thousands of years before humans came to Khorvaire, the land was dominated by wild ores and goblinoids of the Dhakaani Empire. The goblin empire scattered the ore tribes and forced them into harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, and the depths of the Ironroot Mountains. But in the Shadow Marches, the ores learned the secrets of druidic magic from the dragon Vvaraak, becoming the first of the Gatekeepers. With the invasion of the alien daelkyr from Xoriat, the Gatekeepers put the dragon's teaching to the test, creating magical seals that bound the daelkyr in the depths of Khyber and protected Eberron against further incursion from the plane of madness.Using This Book......................................... 4 Boggle ..................................... ................... .. 65 Dybbuk ................. ...................................... 113 Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder. Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien. Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law. Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

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