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Returning 35 results for 'before borders diffusing claiming races'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her
two races whose enmity endures to this day. What these tall, gaunt creatures were like before the mind flayers enslaved and changed them, none can say. Not even the original name of their race
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists surrounding the domain roil with hidden activity and creep inward. These Mists, now known throughout the domain as the Shroud, erode Darkon’s borders. Those fleeing the Shroud report
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her
two races whose enmity endures to this day. What these tall, gaunt creatures were like before the mind flayers enslaved and changed them, none can say. Not even the original name of their race
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her
two races whose enmity endures to this day. What these tall, gaunt creatures were like before the mind flayers enslaved and changed them, none can say. Not even the original name of their race
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists surrounding the domain roil with hidden activity and creep inward. These Mists, now known throughout the domain as the Shroud, erode Darkon’s borders. Those fleeing the Shroud report
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war
. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness. At length, the worst effects of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists surrounding the domain roil with hidden activity and creep inward. These Mists, now known throughout the domain as the Shroud, erode Darkon’s borders. Those fleeing the Shroud report
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war
. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness. At length, the worst effects of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war
. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness. At length, the worst effects of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
their armor. Their soldiers were a variety of races, including humans, a minotaur with a permanent scowl on her face, an impatient-looking goblin, and even some kind of humanoid fire elemental, whose
muscle, stout of heart, and possessing a burning love of justice and the battlefield, they have become the steel spine of the Boros Legion. Generations of minotaurs of the Ordruun family line have served with honor and distinction, claiming more than fifteen generals to their lineage.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
their armor. Their soldiers were a variety of races, including humans, a minotaur with a permanent scowl on her face, an impatient-looking goblin, and even some kind of humanoid fire elemental, whose
muscle, stout of heart, and possessing a burning love of justice and the battlefield, they have become the steel spine of the Boros Legion. Generations of minotaurs of the Ordruun family line have served with honor and distinction, claiming more than fifteen generals to their lineage.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
their armor. Their soldiers were a variety of races, including humans, a minotaur with a permanent scowl on her face, an impatient-looking goblin, and even some kind of humanoid fire elemental, whose
muscle, stout of heart, and possessing a burning love of justice and the battlefield, they have become the steel spine of the Boros Legion. Generations of minotaurs of the Ordruun family line have served with honor and distinction, claiming more than fifteen generals to their lineage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
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->Mordenkainen's Tome of Foes
vault. Hill dwarves are more perceptive and empathic than their kin. They rely on their intuition and insight to guide them in relationships with other races. To offset the disadvantage of not being
kingdoms in the North and the Heartlands, becoming the shield dwarves. Those who remained became the gold dwarves. Gold dwarf scholars point to Abbathor as the cause of this division, claiming that the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vault. Hill dwarves are more perceptive and empathic than their kin. They rely on their intuition and insight to guide them in relationships with other races. To offset the disadvantage of not being
kingdoms in the North and the Heartlands, becoming the shield dwarves. Those who remained became the gold dwarves. Gold dwarf scholars point to Abbathor as the cause of this division, claiming that the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vault. Hill dwarves are more perceptive and empathic than their kin. They rely on their intuition and insight to guide them in relationships with other races. To offset the disadvantage of not being
kingdoms in the North and the Heartlands, becoming the shield dwarves. Those who remained became the gold dwarves. Gold dwarf scholars point to Abbathor as the cause of this division, claiming that the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ago, claiming to be followers of a benevolent deity they called the Scaled Mother. They were friendly, the opposite of other yuan-ti that the grippli had encountered and fought with. These yuan-ti
Jans will transport the characters as far as he can, then drop them off just outside the crab maze that borders the community before turning back south.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ago, claiming to be followers of a benevolent deity they called the Scaled Mother. They were friendly, the opposite of other yuan-ti that the grippli had encountered and fought with. These yuan-ti
Jans will transport the characters as far as he can, then drop them off just outside the crab maze that borders the community before turning back south.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ago, claiming to be followers of a benevolent deity they called the Scaled Mother. They were friendly, the opposite of other yuan-ti that the grippli had encountered and fought with. These yuan-ti
Jans will transport the characters as far as he can, then drop them off just outside the crab maze that borders the community before turning back south.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Certain. The Domains of Dread provide malleable settings for any kind of horror adventure. As domains are unmoored from conventional reality, anything can happen within their borders. Normal people
that the most terrifying possibilities come to pass. As a result, even the most familiar races, magic items, and monsters in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual have places in Ravenloft, but with twists that make them creepy or mysterious.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the world. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely
stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the world. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely
stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature. Those of other humanoid races have little good to say about kobolds, but they do
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Certain. The Domains of Dread provide malleable settings for any kind of horror adventure. As domains are unmoored from conventional reality, anything can happen within their borders. Normal people
that the most terrifying possibilities come to pass. As a result, even the most familiar races, magic items, and monsters in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual have places in Ravenloft, but with twists that make them creepy or mysterious.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature. Those of other humanoid races have little good to say about kobolds, but they do
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the world. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely
stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become






