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Returning 35 results for 'band better diffusing cities remove'.
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Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited
Monsters
Mordenkainen Presents: Monsters of the Multiverse
venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.
Tlincallis rarely build cities, make
Backgrounds
Baldur’s Gate: Descent into Avernus
Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons
circumstances and embark on a better life?
Skill Proficiencies: Sleight of Hand, StealthTool Proficiencies: Disguise kit, thieves’ toolsEquipment: A small knife, a map of the city you grew up
Classes
Xanathar's Guide to Everything
these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of the
Half-Elf
Legacy
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
Classes
Xanathar's Guide to Everything
these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of the
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
Skill Proficiencies: Sleight of
, and a pouch containing 10 gp
FEATURE: CITY SECRETS
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
’ serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
some of their conquered enemies finally loosened the yuan-ti’s hold over nearby lands. The serpent people withdrew to their fortified cities and underground temples, ceding the rest of their
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of
Monsters
Storm King's Thunder
home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She earned her nickname from her habit of gnawing on old kills, and is often seen
magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon
Monsters
Divine Contention
underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confederation of cities and towns that band together against common threats. Jarlaxle also wants the dragonstaff of Ahghairon for leverage in his negotiations. In the magical guise of a human sea captain
gets the better of them. He doesn’t suffer fools who threaten him, however. If forced into a violent confrontation, he swiftly and brutally kills someone to make an example of them and then walks off. If you choose Jarlaxle as the villain, the adventure takes place in the autumn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confederation of cities and towns that band together against common threats. Jarlaxle also wants the dragonstaff of Ahghairon for leverage in his negotiations. In the magical guise of a human sea captain
gets the better of them. He doesn’t suffer fools who threaten him, however. If forced into a violent confrontation, he swiftly and brutally kills someone to make an example of them and then walks off. If you choose Jarlaxle as the villain, the adventure takes place in the autumn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confederation of cities and towns that band together against common threats. Jarlaxle also wants the dragonstaff of Ahghairon for leverage in his negotiations. In the magical guise of a human sea captain
gets the better of them. He doesn’t suffer fools who threaten him, however. If forced into a violent confrontation, he swiftly and brutally kills someone to make an example of them and then walks off. If you choose Jarlaxle as the villain, the adventure takes place in the autumn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Welcome to Eberron In an ancient ruin beneath the Demon Wastes, a band of heroes races to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll reignite the Last War and
unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Welcome to Eberron In an ancient ruin beneath the Demon Wastes, a band of heroes races to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll reignite the Last War and
unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Welcome to Eberron In an ancient ruin beneath the Demon Wastes, a band of heroes races to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll reignite the Last War and
unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant
Backgrounds
Guildmasters’ Guide to Ravnica
that the gears of society turn smoothly and quietly. (Lawful)
3
Peace. The ultimate object of the law is to remove violence from society. (Good)
4
Compliance. Coercion is a fine
best at everything in my legal training, and now I work with the person who was always just a little bit better.
6
A good friend was promoted into work they can’t tell me about.
7
I
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Sword Coast and the North Running along the Sea of Swords from north of Amn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that
Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the coalition, and all lords in the Alliance work primarily for the fate and fortune of their individual settlements. Alliance
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the coalition, and all lords in the Alliance work primarily for the fate and fortune of their individual settlements. Alliance
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Sword Coast and the North Running along the Sea of Swords from north of Amn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that
Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another, and
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lords' Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of
Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the coalition, and all lords in the Alliance work primarily for the fate and fortune of their individual settlements. Alliance
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Sword Coast and the North Running along the Sea of Swords from north of Amn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that
Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 1: What Is Eberron? In an ancient ruin beneath the Demon Wastes, a band of heroes race to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll unleash an army
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
races have little good to say about kobolds, but they do admit that the little reptilians do respectable tunnel work using simple tools. If a band of kobolds is enslaved by more powerful creatures
might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 1: What Is Eberron? In an ancient ruin beneath the Demon Wastes, a band of heroes race to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll unleash an army
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 1: What Is Eberron? In an ancient ruin beneath the Demon Wastes, a band of heroes race to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll unleash an army
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Necropolis The wizards of bygone Netheril wielded magic that could reshape the world. They used such magic to raise their cities into the sky. The city of Ythryn was one such wonder. It
Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Necropolis The wizards of bygone Netheril wielded magic that could reshape the world. They used such magic to raise their cities into the sky. The city of Ythryn was one such wonder. It
Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Necropolis The wizards of bygone Netheril wielded magic that could reshape the world. They used such magic to raise their cities into the sky. The city of Ythryn was one such wonder. It
Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
battle, the better to imbue their victims with the magic needed to spawn more gnolls. Gnoll Warriors Common gnolls comprise the bulk of a war band. They fight mainly with spears fashioned from wood and
Anatomy of a War Band A gnoll war band is likely to contain a variety of gnolls and other creatures, and no two of these groups have the same composition. The gnolls that make up the rank and file






