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Returning 35 results for 'backs before down common refuge'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
Species
Mordenkainen Presents: Monsters of the Multiverse
powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.
Creating Your Character
At 1st level, you
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
Backgrounds
Baldur’s Gate: Descent into Avernus
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Hermit Origins
Any
miracles for the helpless at Twin Songs, and you’ve seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
Monsters
Fizban's Treasury of Dragons
; scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
Monsters
Fizban's Treasury of Dragons
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Features Those familiar with the Radiant Citadel know the following details: Hallmarks. The Radiant Citadel is an extraplanar refuge known for its collaborative society and ecological beauty. Local
city. This makes the population an ethnically diverse mix of humans, dragonborn, dwarves, elves, gnomes, and halflings, along with a variety of other races. Languages. Common is widely known, along with dozens of other languages.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Features Those familiar with the Radiant Citadel know the following details: Hallmarks. The Radiant Citadel is an extraplanar refuge known for its collaborative society and ecological beauty. Local
city. This makes the population an ethnically diverse mix of humans, dragonborn, dwarves, elves, gnomes, and halflings, along with a variety of other races. Languages. Common is widely known, along with dozens of other languages.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
. It understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon. Stonecloaks use a system of eye blinks to communicate nonverbally with one another.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make
darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish
Challenge 1/4 (50 XP)
Dwarven Resilience. The dwarf has advantage on saving throws against poison.
Actions
Handaxe. Melee or
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Lower City A crescent of steeply sloping neighborhoods plays home to the common folk of Baldur’s Gate. The Lower City is a chaotic tangle of conjoined, slate-roofed buildings, its narrow cobblestone
to shout for the Fist when beset by obvious criminals, they also band together into local crews to better watch each other’s backs and settle more subtle scores. In such an environment, laws are often
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Githzerai Zerths Four githzerai zerths have taken refuge in the Obstacle Course. They use their psychic abilities and natural stealth to hide from Halaster’s magical gaze and the death tyrant’s
githyanki and githzerai who seek to reunify the gith races. By helping the githyanki defeat a common foe, Yrlakka hopes to demonstrate the merits of a single unified gith race — not only to the evil
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Lower City A crescent of steeply sloping neighborhoods plays home to the common folk of Baldur’s Gate. The Lower City is a chaotic tangle of conjoined, slate-roofed buildings, its narrow cobblestone
to shout for the Fist when beset by obvious criminals, they also band together into local crews to better watch each other’s backs and settle more subtle scores. In such an environment, laws are often
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and armor. False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch
their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs. A frost
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck also has twenty-two named cards known as the major arcana. The Dungeon Master’s Guide also introduced the idea that there was more than one version of the deck; there was also a more common and
hoard, the DM could offer them a physical deck to draw from. Barr also detailed the backs of the cards for the first time. No design on the backs of the cards had ever been mentioned before, but here
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Festival’s levity is abandoned as worried locals seek refuge or mill about the village circle, uncertain how to help. The Brass Crab’s owner, Yalme, had prepared the tavern’s common room for a night of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
regularly. Tree Believers As the heroes pass through the forest, two awakened trees interrogate them in Common, demanding to know the reason for their intrusion. If the characters are looking for
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans. Rakshasa Medium Fiend, Lawful Evil
AC 17 Initiative +8 (18
, Frightened
Senses Truesight 60 ft.; Passive Perception 18
Languages Common, Infernal
CR 13 (XP 10,000; PB +5)
Traits
Greater Magic Resistance. The rakshasa automatically succeeds on saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the
, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)
Amphibious. The aldani can breathe air and water.
Actions
Multiattack. The aldani makes two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
divine wisdom and also for refuge. Harshnag is one of only a handful of giants who know about the temple. A few ancient dragons — including Iymrith, Claugiyliamatar, and Klauth — also know of its
THE ALL-FATHER: GENERAL FEATURES
The following features are common throughout the temple.
Ceilings. Interiors have 60-foot-high ceilings.
Doors. The double doors located throughout the complex
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tortles Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long. Most
Aquan, Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
runs the inn; she’s kind, honest, and much beloved in the district. The Anvil is on the west side of the Bridge and is a common hangout for Boromar allies. The Broken Mirror is an inn run by a family
actually knows who it represents. The statue radiates the effects of a sanctuary spell within a 15-foot radius and serves as a refuge for those in danger. The most destitute inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Tortles Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: “We wear our homes on our backs.” Consequently, tortles feel little need to
Perception 11
Languages Aquan, Common
Challenge 1/4 (50 XP)
Hold Breath. The tortle can hold its breath for 1 hour.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Zhents coin and allows them to use the family’s noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So
he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about “the common rabble” come to the fore, and his charm quickly dissipates. When not in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
purple spines on their backs. A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its
Perception 19
Languages understands Common but can’t speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated
from magic weapons wielded by good creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have snowshoes slung over their backs and ice picks fastened to their belts, and two of them have thick beards. The third holds up a gloved hand and says, through a thick wool scarf in a raspy voice
who speak Common and Dwarvish; being dwarves, they have darkvision out to a range of 60 feet and resistance to poison damage. They carry ice picks (1d4 piercing damage) instead of clubs. Each dwarf is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
resignation, in Mister Witch’s estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of
12 (+1)
Skills Sleight of Hand +6; see also Secret Expertise below
Senses passive Perception 11
Languages Common plus any one language
Challenge 1/8 (25 XP) Proficiency Bonus +2
Secret
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
traps. If Huarwar Mulphoon and Fel Suparra are alive, they are among the cult fanatics (see area C6 for more information about these NPCs). The Knights of the Black Sword speak Common and Infernal, and
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature’s mean-spirited thirst for revenge can
Perception 14
Languages Common, Sylvan, telepathy 60 ft.
Challenge 0 (10 XP)
Actions
Slam. Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Blessing of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a longer talk from an industrial or civic leader on a topic of general interest. Attendants often bring meals to eat while on a break from their jobs. Ephara’s face is a common sight in cities. Marble
in Meletis crumbled. Ephara kept her temple standing throughout the mighty quake, making it a place for Meletians to take refuge in the following days during the aftershocks. After the cataclysm, she
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
can’t be averted; the warning is the prelude to an inevitable cataclysm. This can be a good way to radically transform your campaign. For example, if the characters survive disaster only to see their world destroyed, they might seek refuge in the stars of a Spelljammer campaign or among the many planes.






