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Returning 35 results for 'before blocking driven consort realms'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
seer nearby. A hulk appears to have little will of its own and is driven to protect its master.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
classes
Tasha’s Cauldron of Everything
’ magic aids those who are driven to fight for the way of peace.
Peace Deities
Example Deity
Pantheon
Angharradh
Elven
Berronar Truesilver
Dwarven
Boldrei
Eberron
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
classes
Tasha’s Cauldron of Everything
’ magic aids those who are driven to fight for the way of peace.
Peace Deities
Example Deity
Pantheon
Angharradh
Elven
Berronar Truesilver
Dwarven
Boldrei
Eberron
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
races
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
monsters
if he ends his turn in running water.
Stake to the Heart. If a Piercing weapon made of wood is driven into his heart while he is Incapacitated in his coffin, he is Paralyzed until the stake is
, and has always believed, that he is the master of his own fate.
In life, Strahd lived to conquer. In undeath, he conquers still—not realms, but people, driving good souls to become corrupt and
Genasi
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races
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
, seeing them as accidents. Many feel nothing for their genasi children at all.
Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership
Half-Elf
Legacy
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races
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scouts and guardians of elven realms. Such elves usually devote themselves to Rillifane Rallathil or Solonor Thelandria. Elf rangers driven to roam might instead favor Fenmarel Mestarine, god of lone wanderers, or Shevarash, elven god of vengeance.
Tabaxi
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races
Volo's Guide to Monsters
, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
supernatural horror, given the pervasive evil of the creatures in these subterranean realms. Thanks to the strange demiplanes embedded within Khyber, these adventures also might cross the streams
Dwarf
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races
Basic Rules (2014)
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
supernatural horror, given the pervasive evil of the creatures in these subterranean realms. Thanks to the strange demiplanes embedded within Khyber, these adventures also might cross the streams
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
supernatural horror, given the pervasive evil of the creatures in these subterranean realms. Thanks to the strange demiplanes embedded within Khyber, these adventures also might cross the streams
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
lurking, any elemental brought to the battle runs the risk of being driven insane. Nomi and Gurnik agree that if the Steadfast Stone is cleansed and Ogrémoch’s Bane is banished, the Stoneheart Enclave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
lurking, any elemental brought to the battle runs the risk of being driven insane. Nomi and Gurnik agree that if the Steadfast Stone is cleansed and Ogrémoch’s Bane is banished, the Stoneheart Enclave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
lurking, any elemental brought to the battle runs the risk of being driven insane. Nomi and Gurnik agree that if the Steadfast Stone is cleansed and Ogrémoch’s Bane is banished, the Stoneheart Enclave
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
O’Connor. (O’Connor’s designs also appeared when Magic: The Gathering drew on the Deck of Many Things for a set inspired by the Forgotten Realms.) Like “House of Cards,” Madness at Gardmore Abbey forced
characters to interact with the Deck of Many Things, but it rewarded them with new powers instead of punishing them and blocking all efforts to escape the deck.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
O’Connor. (O’Connor’s designs also appeared when Magic: The Gathering drew on the Deck of Many Things for a set inspired by the Forgotten Realms.) Like “House of Cards,” Madness at Gardmore Abbey forced
characters to interact with the Deck of Many Things, but it rewarded them with new powers instead of punishing them and blocking all efforts to escape the deck.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
O’Connor. (O’Connor’s designs also appeared when Magic: The Gathering drew on the Deck of Many Things for a set inspired by the Forgotten Realms.) Like “House of Cards,” Madness at Gardmore Abbey forced
characters to interact with the Deck of Many Things, but it rewarded them with new powers instead of punishing them and blocking all efforts to escape the deck.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
protect the wyrmling.
3 A band of kobolds was driven out of its warren by a red dragon wyrmling; they now raid to survive—and to gather offerings to propitiate “the winged god.”
4 A tiefling
formerly squabbling nations, creating a massive army ready to conquer the known world.
3 A cult in service to an ancient red dragon is gathering resources to summon a consort of Tiamat, so the cult’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
protect the wyrmling.
3 A band of kobolds was driven out of its warren by a red dragon wyrmling; they now raid to survive—and to gather offerings to propitiate “the winged god.”
4 A tiefling
formerly squabbling nations, creating a massive army ready to conquer the known world.
3 A cult in service to an ancient red dragon is gathering resources to summon a consort of Tiamat, so the cult’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
protect the wyrmling.
3 A band of kobolds was driven out of its warren by a red dragon wyrmling; they now raid to survive—and to gather offerings to propitiate “the winged god.”
4 A tiefling
formerly squabbling nations, creating a massive army ready to conquer the known world.
3 A cult in service to an ancient red dragon is gathering resources to summon a consort of Tiamat, so the cult’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep, or a Myth Drannor, there was the brief (in dwarven terms) glory of Besilmer, and the realms of Haunghdannar and Gharraghaur. Ruins now, to be sure, but these kingdoms lasted longer than almost any
living realm of humans, even if their works have been forgotten by humans and dwarves alike. The greatest and most recent of these dwarven realms was Delzoun, also called the Northkingdom. It
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep, or a Myth Drannor, there was the brief (in dwarven terms) glory of Besilmer, and the realms of Haunghdannar and Gharraghaur. Ruins now, to be sure, but these kingdoms lasted longer than almost any
living realm of humans, even if their works have been forgotten by humans and dwarves alike. The greatest and most recent of these dwarven realms was Delzoun, also called the Northkingdom. It
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep, or a Myth Drannor, there was the brief (in dwarven terms) glory of Besilmer, and the realms of Haunghdannar and Gharraghaur. Ruins now, to be sure, but these kingdoms lasted longer than almost any
living realm of humans, even if their works have been forgotten by humans and dwarves alike. The greatest and most recent of these dwarven realms was Delzoun, also called the Northkingdom. It
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
. NOTE TO THE DM: MAKING THE REALMS YOURS
The information in this chapter is intentionally nonspecific with respect to threats, monsters, and statistics. While you can use these details to flavor your
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
. NOTE TO THE DM: MAKING THE REALMS YOURS
The information in this chapter is intentionally nonspecific with respect to threats, monsters, and statistics. While you can use these details to flavor your
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
. NOTE TO THE DM: MAKING THE REALMS YOURS
The information in this chapter is intentionally nonspecific with respect to threats, monsters, and statistics. While you can use these details to flavor your
Orc
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races
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
; their loyalty by turning them into slaves.
If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a hill giant or an ogre