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Kobold
Legacy
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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
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beyond civilization’s borders. 5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands. 6 I served in an army, learning the precepts of my profession while blazing trails
consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion. Ranger d6 I became a ranger because … 1 I found purpose while I honed my hunting skills by bringing down
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beyond civilization’s borders. 5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands. 6 I served in an army, learning the precepts of my profession while blazing trails
consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion. Ranger d6 I became a ranger because … 1 I found purpose while I honed my hunting skills by bringing down
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beyond civilization’s borders. 5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands. 6 I served in an army, learning the precepts of my profession while blazing trails
consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion. Ranger d6 I became a ranger because … 1 I found purpose while I honed my hunting skills by bringing down
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gate, they return to their own world. To test his traps, Acererak crafted a "mirror tomb" and hid it inside a demiplane. This mirror tomb is identical to the real tomb as it stood exactly one year ago
dwarf cleric of Moradin), Seward (a Chondathan human ranger), and Sephirius (a dragonborn paladin often referred to as “Seph”). Treasure A search of Devlin’s body also turns up an ink pot that never
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gate, they return to their own world. To test his traps, Acererak crafted a "mirror tomb" and hid it inside a demiplane. This mirror tomb is identical to the real tomb as it stood exactly one year ago
dwarf cleric of Moradin), Seward (a Chondathan human ranger), and Sephirius (a dragonborn paladin often referred to as “Seph”). Treasure A search of Devlin’s body also turns up an ink pot that never
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gate, they return to their own world. To test his traps, Acererak crafted a "mirror tomb" and hid it inside a demiplane. This mirror tomb is identical to the real tomb as it stood exactly one year ago
dwarf cleric of Moradin), Seward (a Chondathan human ranger), and Sephirius (a dragonborn paladin often referred to as “Seph”). Treasure A search of Devlin’s body also turns up an ink pot that never
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Their own behavior sometimes borders on the bizarre and can be disturbing — they once turned two rival sects of Malarites into rabbits for disturbing Longsaddle with their squabbles, leaving them at the
, except when the booming reverberation of a Harpell-crafted spell breaks the silence. The family is constantly researching magic both old and new, and twisting spells and rituals into interesting (to them
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Their own behavior sometimes borders on the bizarre and can be disturbing — they once turned two rival sects of Malarites into rabbits for disturbing Longsaddle with their squabbles, leaving them at the
, except when the booming reverberation of a Harpell-crafted spell breaks the silence. The family is constantly researching magic both old and new, and twisting spells and rituals into interesting (to them
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Their own behavior sometimes borders on the bizarre and can be disturbing — they once turned two rival sects of Malarites into rabbits for disturbing Longsaddle with their squabbles, leaving them at the
, except when the booming reverberation of a Harpell-crafted spell breaks the silence. The family is constantly researching magic both old and new, and twisting spells and rituals into interesting (to them
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
Purpose Except in the case of a natural cavern, a dungeon is crafted and inhabited for a specific purpose that influences its design and features. You can choose a purpose from the Dungeon Purpose table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
Purpose Except in the case of a natural cavern, a dungeon is crafted and inhabited for a specific purpose that influences its design and features. You can choose a purpose from the Dungeon Purpose table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
Purpose Except in the case of a natural cavern, a dungeon is crafted and inhabited for a specific purpose that influences its design and features. You can choose a purpose from the Dungeon Purpose table
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hours without tiring. Others might bristle at her temerity, but she usually gets what she wants. B6. Town Hall Bryn Shander’s town hall is the largest building that borders the central square. It is
the dwarf-crafted weapons from Kelvin’s Cairn, the smith, Garn (N male Illuskan human commoner), makes his living by manufacturing the cheapest blades in Ten-Towns. His sister, Elza (NG female Illuskan
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hours without tiring. Others might bristle at her temerity, but she usually gets what she wants. B6. Town Hall Bryn Shander’s town hall is the largest building that borders the central square. It is
the dwarf-crafted weapons from Kelvin’s Cairn, the smith, Garn (N male Illuskan human commoner), makes his living by manufacturing the cheapest blades in Ten-Towns. His sister, Elza (NG female Illuskan
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hours without tiring. Others might bristle at her temerity, but she usually gets what she wants. B6. Town Hall Bryn Shander’s town hall is the largest building that borders the central square. It is
the dwarf-crafted weapons from Kelvin’s Cairn, the smith, Garn (N male Illuskan human commoner), makes his living by manufacturing the cheapest blades in Ten-Towns. His sister, Elza (NG female Illuskan
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
imbue them with magic when Surtur refused to forge new ones for him. Skoraeus crafted spears for Hiatea so she could complete her ten tasks of valor. Skoraeus tapped with his hammer on the stone under
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
imbue them with magic when Surtur refused to forge new ones for him. Skoraeus crafted spears for Hiatea so she could complete her ten tasks of valor. Skoraeus tapped with his hammer on the stone under
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
imbue them with magic when Surtur refused to forge new ones for him. Skoraeus crafted spears for Hiatea so she could complete her ten tasks of valor. Skoraeus tapped with his hammer on the stone under
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes. Clothes, Traveler’s (2 GP) Traveler’s Clothes are resilient garments
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action. Clothes, Fine (15 GP) Fine Clothes are made of expensive fabrics and adorned with expertly crafted details
Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes. Clothes, Traveler’s (2 GP) Traveler’s Clothes are resilient garments
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action. Clothes, Fine (15 GP) Fine Clothes are made of expensive fabrics and adorned with expertly crafted details
Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action. Clothes, Fine (15 GP) Fine Clothes are made of expensive fabrics and adorned with expertly crafted details
Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes. Clothes, Traveler’s (2 GP) Traveler’s Clothes are resilient garments
painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses Focus Weight Cost Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Hinged panels along the walls swing outward to display a variety of exquisitely crafted robes, gowns, scarves, headdresses, stockings, gloves, shoes, boots, and other clothing. Items remove themselves
. Destroyed Study Splinters of wood, along with some loose papers and two halves of a shattered blowing horn, are suspended in the air. Whatever caused this unfortunate scene also punched a hole in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Hinged panels along the walls swing outward to display a variety of exquisitely crafted robes, gowns, scarves, headdresses, stockings, gloves, shoes, boots, and other clothing. Items remove themselves
. Destroyed Study Splinters of wood, along with some loose papers and two halves of a shattered blowing horn, are suspended in the air. Whatever caused this unfortunate scene also punched a hole in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Hinged panels along the walls swing outward to display a variety of exquisitely crafted robes, gowns, scarves, headdresses, stockings, gloves, shoes, boots, and other clothing. Items remove themselves
. Destroyed Study Splinters of wood, along with some loose papers and two halves of a shattered blowing horn, are suspended in the air. Whatever caused this unfortunate scene also punched a hole in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
territory.
Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their






