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Returning 26 results for 'backs broad diffusing crossings reclusive'.
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Monsters
Spelljammer: Adventures in Space
;rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise bald
races
Player’s Handbook
Xen’drik.
High Elves
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For
the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
B’rohg B’rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
B’rohg B’rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
B’rohg B’rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
quintessents are the most reclusive of their kind, lairing in remote and inhospitable sites surrounded by brutal winds and murderous weather (see chapter 3 for more information on these creatures
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
quintessents are the most reclusive of their kind, lairing in remote and inhospitable sites surrounded by brutal winds and murderous weather (see chapter 3 for more information on these creatures
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
quintessents are the most reclusive of their kind, lairing in remote and inhospitable sites surrounded by brutal winds and murderous weather (see chapter 3 for more information on these creatures
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gates. Like the spokes of a wheel, broad, straight avenues lead from each gate to the Bell Market at the city’s center. The streets are clean and wide enough to accommodate large caravan vehicles
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gates. Like the spokes of a wheel, broad, straight avenues lead from each gate to the Bell Market at the city’s center. The streets are clean and wide enough to accommodate large caravan vehicles
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gates. Like the spokes of a wheel, broad, straight avenues lead from each gate to the Bell Market at the city’s center. The streets are clean and wide enough to accommodate large caravan vehicles
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
area 11 stand watch at the doors on the west side of area 3, while the orc Eye of Gruumsh from area 9 backs up the orcs in area 4 or 4a. 3. The Rift Hall The great door opens into a large hall. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
area 11 stand watch at the doors on the west side of area 3, while the orc Eye of Gruumsh from area 9 backs up the orcs in area 4 or 4a. 3. The Rift Hall The great door opens into a large hall. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
area 11 stand watch at the doors on the west side of area 3, while the orc Eye of Gruumsh from area 9 backs up the orcs in area 4 or 4a. 3. The Rift Hall The great door opens into a large hall. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
elf neighbors. The remaining dwarves of Sundabar have turned their backs on those who offered little or no aid in the city’s time of need. They no longer consider themselves part of the Lords
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
elf neighbors. The remaining dwarves of Sundabar have turned their backs on those who offered little or no aid in the city’s time of need. They no longer consider themselves part of the Lords
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
elf neighbors. The remaining dwarves of Sundabar have turned their backs on those who offered little or no aid in the city’s time of need. They no longer consider themselves part of the Lords
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the hayloft (area G2b). The trapdoors are unlocked. G2b: Hayloft The hayloft is 10 feet above the stables and consists of a 5-foot-wide wooden walkway that runs the perimeter of the building. Broad
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the hayloft (area G2b). The trapdoors are unlocked. G2b: Hayloft The hayloft is 10 feet above the stables and consists of a 5-foot-wide wooden walkway that runs the perimeter of the building. Broad
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the hayloft (area G2b). The trapdoors are unlocked. G2b: Hayloft The hayloft is 10 feet above the stables and consists of a 5-foot-wide wooden walkway that runs the perimeter of the building. Broad
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the






