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races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
Monsters
Eberron: Rising from the Last War
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
races
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Monsters
Fizban's Treasury of Dragons
.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to
1
A young moonstone dragon on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon’s chaotic activities, a minor deity sends a deva
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
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.
These trappings of civil society do
appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.
Implacable Gods
Hobgoblins revere two
classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities. As DM, you decide whether Bastions are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities. As DM, you decide whether Bastions are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities. As DM, you decide whether Bastions are
classes
Basic Rules (2014)
, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct
yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
QUICK BUILD
You can make a paladin
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
shrine devoted to any gods the locals revere. Temples and shrines outside settlements often mark places where a god (or the manifestation of a god) appeared or caused a miracle. These sites can become
the focus of pilgrims who travel long distances to partake in the holy power assumed to linger there. Build Your Own Pantheon
Most of the published D&D settings described in chapter 5 have their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
shrine devoted to any gods the locals revere. Temples and shrines outside settlements often mark places where a god (or the manifestation of a god) appeared or caused a miracle. These sites can become
the focus of pilgrims who travel long distances to partake in the holy power assumed to linger there. Build Your Own Pantheon
Most of the published D&D settings described in chapter 5 have their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
shrine devoted to any gods the locals revere. Temples and shrines outside settlements often mark places where a god (or the manifestation of a god) appeared or caused a miracle. These sites can become
the focus of pilgrims who travel long distances to partake in the holy power assumed to linger there. Build Your Own Pantheon
Most of the published D&D settings described in chapter 5 have their
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
control.
Cannith East Headquartered in Korth (in Karrnath) and led by Zorlan d’Cannith, Cannith East enjoys close ties to the government of Karrnath and the faith of the Blood of Vol. This branch of
inventions to fill the house’s coffers. Rumor has it the Sharn enclave conceals the last creation forge capable of producing warforged—and that Merrix plans to build another one in Stormreach, where the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
control.
Cannith East Headquartered in Korth (in Karrnath) and led by Zorlan d’Cannith, Cannith East enjoys close ties to the government of Karrnath and the faith of the Blood of Vol. This branch of
inventions to fill the house’s coffers. Rumor has it the Sharn enclave conceals the last creation forge capable of producing warforged—and that Merrix plans to build another one in Stormreach, where the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
control.
Cannith East Headquartered in Korth (in Karrnath) and led by Zorlan d’Cannith, Cannith East enjoys close ties to the government of Karrnath and the faith of the Blood of Vol. This branch of
inventions to fill the house’s coffers. Rumor has it the Sharn enclave conceals the last creation forge capable of producing warforged—and that Merrix plans to build another one in Stormreach, where the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
house are willing to be channeled only once per day, so the party must wait until after the following dawn to conduct another séance. Preparation and Ambiance. Plan for séances in a way that creates a
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
house are willing to be channeled only once per day, so the party must wait until after the following dawn to conduct another séance. Preparation and Ambiance. Plan for séances in a way that creates a
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
house are willing to be channeled only once per day, so the party must wait until after the following dawn to conduct another séance. Preparation and Ambiance. Plan for séances in a way that creates a
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Boranel. As the secret servants of the crown, members of the organization are granted the authority to conduct intelligence operations on foreign soil, execute covert missions across the globe, and
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Boranel. As the secret servants of the crown, members of the organization are granted the authority to conduct intelligence operations on foreign soil, execute covert missions across the globe, and
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Boranel. As the secret servants of the crown, members of the organization are granted the authority to conduct intelligence operations on foreign soil, execute covert missions across the globe, and
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
branch under the leadership of Isperia, the sphinx Supreme Judge. Boros Legion. Led by the angel Aurelia, the Boros Legion pursues the cause of justice, not merely law enforcement. Boros serves as
the dragon Niv-Mizzet, the Izzet League is a guild of scientists and engineers who build and sustain Ravnica’s infrastructure while conducting wild experiments in magic — efforts that usually involve
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
branch under the leadership of Isperia, the sphinx Supreme Judge. Boros Legion. Led by the angel Aurelia, the Boros Legion pursues the cause of justice, not merely law enforcement. Boros serves as
the dragon Niv-Mizzet, the Izzet League is a guild of scientists and engineers who build and sustain Ravnica’s infrastructure while conducting wild experiments in magic — efforts that usually involve
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
branch under the leadership of Isperia, the sphinx Supreme Judge. Boros Legion. Led by the angel Aurelia, the Boros Legion pursues the cause of justice, not merely law enforcement. Boros serves as
the dragon Niv-Mizzet, the Izzet League is a guild of scientists and engineers who build and sustain Ravnica’s infrastructure while conducting wild experiments in magic — efforts that usually involve
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. Hobgoblin warlords never
tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they






