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Returning 35 results for 'border build diffusing complex rearing'.
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Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bandits and fugitives, and outlanders have to watch their step. Tensions remain high on the border with Breland, resulting in constant skirmishes and raids. Deeper within the nation, the Daughters of
Sora Kell build their power. Graywall and the Great Crag are constantly expanding, with goblins and ogres laboring through the night. Warlords drill their troops, forcing all manner of monsters to work
Artificer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells
look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.
QUICK BUILD
You can make an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
9. The Fane An underground cathedral opens before you. At one end, a sculptured balcony perches atop five rearing stone serpents. Blood dribbling from the serpents’ jaws falls into a semicircular
can be heard throughout the temple complex. One strike announces the start of a serpent ritual: when sounded, all the yuan-ti within the temple complex arrive here within half an hour. Two or more
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
area, the Sumber Hills, has become the stronghold where the elemental cults build their bases of power. Chapter 3 begins the adventure in earnest. In this chapter, the characters learn that trouble
, the characters discover that the four cults occupy a sprawling dungeon complex beneath the Sumber Hills. The temples serve as the base for the cultists’ insidious attacks against the Dessarin Valley
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Monsters
Fizban's Treasury of Dragons
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
.
Topaz Dragon Lair Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
opportunity to make the characters’ situation more complex and urgent, with more significant consequences. Successive encounters raise the tension in an adventure naturally, as characters spend their
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
stronghold. Island of Stability A well-built stronghold is an easily managed, tranquil environment where dwarves focus on rearing their families and pursuing their craft. Since the beginnings of their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
there is a complex relationship between family, clan, and the larger society.
Some of the dwarf clans in the North are Arnskull, Battlehammer, Blackbanner, Blackhammer, Bucklebar, Darkfell, Deepaxe
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
masthin shoots and dragonshards. The uneasy peace threatens to break down, renewing the conflict between settlers and lizardfolk. An alliance in Q’barra can involve disparate factions, as complex agendas
Waterdeep works because it already has a history with the lizardfolk.
Mystara. Lizardfolk have been discovered in the Blight Marsh of Karameikos. Because the marsh sits on the border of the Five
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
budget of 50 × 4, for a total of 200 XP. With that, you could build any of the following encounters: 1 Bugbear Warrior (200 XP) 2 Giant Wasps (100 XP each), for 200 XP total 6 Twig Blights (25 XP each
), for 150 XP total Example 2. A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5, for a total of 1,125 XP. With that, you could build either of these encounters: 2
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
himself in the third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”). The goblins under his command resent his bullying. Fire Pit. The hot coals in the
climb the chimney from area 3, since Klarg does not expect an attack from that direction. If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
has complex feelings about this, seeing Adirohit as a tie to her ancient people and one who could restore a measure of what was lost, but also a tempestuous being who destroyed her ancestors. She will
river and that soon enough humans will build a new, greater city on its banks. He invites the characters to rest here under his protection and tell him how the world has changed. Amanisha has no
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this. Their preference for lair sites
Features The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the cliffs, 50 feet above the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
connecting the tombs that the priests use in their caretaking duties, so exploring such a complex can be a daunting task. The Graveyard Temple Adventures table offers ideas for adventures that could
of angry spirits.
9 Escape the graveyard when undead suddenly rise and overtake the complex.
10 Use a person’s remains to raise them from the dead.
Graveyard Temple Map The temple
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4, for a total of 200 XP. With that, you could build any of the following encounters: 1 Bugbear Warrior
, for a total of 1,125 XP. With that, you could build either of these encounters: 2 Nothics (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Halaster tapped into his immense power to summon beings from other planes of existence to help him build a wizard’s tower to dwarf all other wizard’s towers. But as the seasons wore on, the Seven saw
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
attention or ire. Travelers who leave the inhabitants of the Misty Forest alone, and who build their campfires small and solely of fallen branches, are usually permitted to pass, so long as the folk of the
Secomber, on the border between the North and the settlements of the Western Heartlands. Built over the ruins of Hastarl, capital of the ancient kingdom of Athalantar, Secomber is a quiet place where
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gauntlgrym Gauntlgrym has a complex and contradictory history, the gist of it depending on who’s doing the telling. Humans have one story, of what they know from recent years, but for us dwarves
mine. When they delved too deeply, the dwarves there discovered the presence of a great being of flame, sealed the mines, and left. Only later, when the humans begged the Delzoun dwarves to build one
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the point of joining a war against a different overlord. Or they could remain independent, traveling from one dragon’s domain to another and dealing with the complex and sometimes violent political
unique in this system. Alternatively, you could build draconic factions around ideals and goals that aren’t specifically draconic, perhaps applying a dragon overlay to the ten guilds of Ravnica or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
regions or nations that border the North, while others are prevalent in parts of the world far from the Sword Coast. Arkaiun Short in stature with tan skin and dark hair, the Arkaiuns dwell primarily in
build sturdy ships that are capable of weathering the tumultuous seas around their home. Ffolk Names: (Male) Artur, Bern, Colin, Manfred, Tristan; (female) Alicia, Gennifer, Meridith, Elaine, Olivia
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
adult dragons are rearing a clutch of wyrmlings, the younger dragons often divide the adults’ territory among them. A single wyrmling might thus hunt an area covering only a few square miles, but the
magic item or art object to build a hoard around
3 Acquire minions who will bring food and treasure
4 Establish dominance over other wyrmlings in the same brood
5 Secure a partnership
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
history of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts
. Hobgoblins don’t build temples to their gods, lest they displease Maglubiyet, but the few priests among them do tend small shrines and interpret the body of legends about their gods. Nomog-Geaya’s priests
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures that typically build dungeons. You can choose a creator from the table or roll randomly, or choose some other dungeon builder appropriate for your campaign. Dungeon Creator d20 Creator
, such as a wizard, vampire, or dragon, and it is larger and more complex than a simple lair. Temple or Shrine. This dungeon is consecrated to a deity or other planar entity. The entity’s worshipers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing stone horse is often painted in
name a few. Where the road spans the Black Raven River, south of Raven Rock, stands a stone bridge with broken statues of rearing horses at each end. Bryn Shander Bryn Shander is the largest of ten
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Using Miniatures In combat, players can often rely on your descriptions to visualize where their characters are in relation to their surroundings and their enemies. Some complex battles, however, are
easier to run with visual aids, the most common of which are miniatures and a grid. If you like to construct model terrain, build three-dimensional dungeons, or draw maps on large vinyl mats, you
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
chamber. Below the catwalks sloshes a faintly glowing reservoir of wispy liquid, an incorporeal soup of howling souls. A frenetic assembly of complex, sputtering tubes and pumps descends from the ceiling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(detailed below), a fire-gutted building conceals a gaping hole into the ground with a single ladder leading down into darkness. Here lies the Bones of the Night, a cavern complex home to the Master of
golem that answers to his command. The Ditch The Ditch is Sigil’s only body of water, a reeking morass where locals cast their refuse. Its corrosive waters lie along the rough border between the Lower
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and damage values as shown below. Purpose Before diving into the details of your trap, think about its reason for being. Why would someone build such a trap? What is its purpose? Consider the trap’s
starting point for most simple traps that deal damage. For traps with more complex effects, your best starting point is to use the Spell Equivalent by Level table to find the best match for your trap’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
waterfall, nor can creatures in this area hear fighting in area H8. Rock Dams. The goblins built these simple dams to control the flow of water through the heart of the complex. If a goblin from
: “Who dares defy Klarg?” and “Klarg will build a throne from your bones!” The goblins under his command resent his incessant bullying. Fire Pit. The hot coals in the central fire pit deal 1 point of fire
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
might be plundered. 3 Imperious. The archfey surrounds themself with a court of sycophants and expects visitors to grovel before them. Their mercy is rare, and their superiority complex is legendary
stories told by creatures from faraway places. They love to gather lore so they can build their own internal world of imagination or transform their domain with ideas from other worlds. Their lair is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
castles that still drift across the sky. No one can build those majestic structures any longer. The methods of their construction were lost (along with much other knowledge) when Ostoria fell. Some
giants.
Slaves: Labor-saving Devices It takes a lot of work to build and maintain a fire giant stronghold. Most of that effort comes not from the giants themselves, but from the slaves that they keep
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
gems (worth 50 gp each). Cell Complex A number of small chambers are clustered around the center of this level of the stronghold. These rooms, labeled 1C through 14C, are cells meant to hold prisoners
. In addition, the guardroom for the cell complex is marked with a G. Each cell has a thick wooden door with a high, barred window (about 15 feet up, too high for the average human to peek through






