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Returning 35 results for 'before backs defending complex races'.
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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
set out on their own.
Beliefs
Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends
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
adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Adventurers at Heart Tortles have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root
safety of greater numbers. Tortles don’t regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs. Most tortles like to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship you’re riding races toward
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
, and the doors to the complex were insidiously trapped. Each of the twenty-two doors had one card from the Deck of Many Things built into it, so the door couldn’t be opened without drawing the card
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sun Elves Sun elves, also known as gold elves, or Ar’Tel’Quessir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon’s chosen people and that other races
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for one cult member to sound the alarm simply by yelling. If an alarm is raised, the following cult members are tasked with defending the castle: Twelve cultists of various races and genders, who
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more successful neighbors. As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense at the actions or deeds of other races. They aren’t forgiving of other
mushrooms for food or watching over hatchlings, and they all understand that their actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their secluded villages, and are also quite happy living in the communities of other races, working as farmers, innkeepers, cobblers and bakers.
In the Dragonlance setting, kender are the
storytellers, but they often speak too fast for other races not accustomed to their frenetic cadence.
Halflings in the world of Greyhawk live in underground burrows or small cottages in 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
primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Githyanki The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons — the
lich-queen, Vlaakith. Githyanki Warrior Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far-flung
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
clan and stronghold are inextricably tied together — if one comes undone, the other fails as well. As such, defending the stronghold is a concern that the dwarves address even in the earliest stages
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fruits of their labors with the same love that members of other races reserve for their children. A dwarf’s works are built to last for centuries, to carry a legacy into the world long after the dwarf is
centuries, but the same inflexibility can bring problems when applied to the unpredictable dangers of the world. A clan might continue to depend on the same plan for defending its stronghold that has
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
islands so distant, characters won’t be able to reach the Morkoth on the backs of griffons, hippogriffs, or similar creatures, since the mounts have nowhere to land and rest when they tire. Dragons don’t
custody and returned to her ship, Stormsword gathers a crew of twenty half-trained scalawags (commoners of various races and alignments) and whips them into shape for the voyage, the completion of which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
fashioned the vast complex based on his research. The purpose of the dungeon was to lure explorers to their deaths and harvest their souls to fuel Gul’s phylactery. As Thay became more hostile to outsiders
Doomvault is a vast, active complex of laboratories and menageries dedicated to creating the monstrous armies with which the Red Wizards plan to conquer first the North, then all of Faerûn. The dungeon is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
his underground dealings a secret from the Seven. Eventually, Halaster’s exploration broke into the Underhalls, a complex of tunnels and rooms built by the dwarves around a mithral mine beneath Mount
mountain. Using his underground complex as a base of operations, Halaster traveled to other planes and distant lands, collecting strange and dangerous creatures to live as prisoners, servants, or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
telepathically asks the characters to rid the cave complex of the derro cultists (see area 14) because it knows what they’re trying to do and wants to stop them. If the characters agree and seem friendly, the
keep to themselves, feeding on fungi and vermin. The derro have tried to enslave them, without much success. In a weird example of détente, members of the two races have learned to avoid one another
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
humans and other races, but they aid individuals and small groups whom they deem worthy of their help. They create lovely gardens, organic sculptures, and wondrous emerald jewelry — that precious green
communication — and sometimes for no reason other than artistic considerations. A simple illusion can often express a complex idea, such as when the memory of a location is triggered by the illusory sound of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unique mind-set. Possessed of higher intelligence than most other races, a gnome can be an important source of knowledge, and can devise solutions for many problems an adventuring party encounters. A
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
level of the undercity is mostly dwarves, with some few humans. The mixing of races is due to convenience of trade, preference, or skill; just as some few humans like to mine, to imbibe strong dwarven
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you’re talking about. With common folks who don’t
Acquisitions Incorporated are my allies. We have each other’s backs.
6 My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.
d6 Flaw
1 The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast
Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, peaceful realm, where many races live together for common knowledge, celebration, and defense. The city is peopled primarily by the “goodly” races (humans, dwarves, gnomes, elves, halflings, and half-elves
lost language, to learn the proper intonation of a complex song, or to better understand the cryptic writings of a long-dead sage, there is no better place to seek aid than Silverymoon. It is an easy
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
defending the makeshift Wall from threats out of the Chasm prove themselves capable of becoming a proper military force. Both Baldur’s Gate and Waterdeep have offered to help train the new guards of
no nobles to be petitioned or placated. Those seeking to create a home or start a business can simply do so, and even those without skills or money can use their hands and backs to provide until they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
decide that assassins provided by the Zhentarim should counter the sacrificial prisoners by infiltrating the cult complex and escorting those prisoners to freedom. In that case, you might remind the
appears above the Well of Dragons, drawing those powerful combatants away from defending the caldera. Arcane Brotherhood. Members of the Arcane Brotherhood are a match for the Red Wizards fighting for the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
outside Luiren, where the teachings available only to halflings have been opened to students of other races who are willing to follow the path laid out by Yondalla. Hin Fist monks generally follow the
dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don’t ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
complex, or that it’s possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. The characters might disguise themselves as orcs using captured gear
reinforce the defenses in the complex (see area 5 and area 14). Captured orcs can describe in some detail the general arrangement of the Mountain Door. They don’t know anything about the rest of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
thickness of its bars. To determine an appropriate DC, see chapter 8. Darkness and Light Darkness is the default condition inside an underground complex or in the interior of aboveground ruins, but an
inhabited dungeon might have light sources. In subterranean settlements, even races that have darkvision use fire for warmth, cooking, and defense. But many creatures have no need of warmth or light
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw or other lizardfolk
The Scaly Death lizardfolk tribe has no leader. Pharblex killed its shaman, Suncaller, and the death left the tribe with an inferiority complex that was ripe for exploitation. When Rezmir promised
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
seeing cultists of many races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw
attack on sight. Lizardfolk The Scaly Death lizardfolk tribe has no leader. Pharblex killed its shaman, Suncaller, and the death left the tribe with an inferiority complex that was ripe for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
property or about the dangers of the Winding Way. GOLDEN MEDALLION
This medallion is a golden disk inscribed with complex geometric designs, worth 30 gp. It is not magical, but undead of the Winding Way
-average tactician in small skirmishes. Ozymandias placed him in charge of defending the cellars. If Bayleaf is captured, killed, or bribed, defense of the cellars becomes a hectic, haphazard affair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order. All Are Fighters Most of the orcs that stay behind when the warriors go on their raids are weaker than
themselves the option of returning to raid the community over and over. When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs






