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Returning 35 results for 'carved wandering race'.
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Half-Elf
Legacy
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Species
Basic Rules (2014)
children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Of Two Worlds
To humans, half-elves look
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Gith
Legacy
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Species
Mordenkainen’s Tome of Foes
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in
can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are
Goliath
Legacy
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Species
Elemental Evil Player's Companion
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
Species
Mordenkainen Presents: Monsters of the Multiverse
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Dwarf
Legacy
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Species
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.
Elves. “It’s not wise
Bugbear
Legacy
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
Shifter
Legacy
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Species
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Astral Plane Encounters Planar travelers and refugees from other planes wander the expanses of the Astral Plane. The most prominent denizens of the Astral Plane are the githyanki, an outcast race of
an encounter with one or more wandering angels, demons, devils, night hags, yugoloths, or other planar travelers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wandering Monsters The magical emanations of the Runestone attract earth-dwelling creatures such as bulettes, earth elementals, purple worms, and xorn to this level. The characters might also come
characters can easily strike up an alliance with Akarrth, but any such pact is doomed to crumble in short order because the archmage is insane. Treasure. Akarrth carries a wooden rod carved with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Space Orogs Eyes. The 15-foot-high ceiling of this passage is carved with hundreds of glaring eyes. (Halaster used magic to create the eyes, which are harmless.)
Orogs. Twelve hostile orogs (see
“Space Orogs”) are camped here. Subtract from this number any orogs previously encountered and defeated as wandering monsters.
One of the orogs has 60 hit points and is bigger than the others. Her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, 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 contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, 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 contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. As an earth genasi, you have the following traits. Creature Type. You are a Humanoid. Size. You
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblins, kobolds, and gnolls have taken up residence in a block of condemned tenements known as the Kennels. Aside from this, Callestan is incredibly diverse, and members of any race can be found
here. Callestan is an inner district, which means that it’s largely enclosed in one of the massive core towers of Dura Quarter. However, it’s large enough that it extends out to the walls of the tower. Many people live in or on the walls, in tenements or shops carved into the thick stone.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Background Axel Defois A door to the Lost Caverns Iggwilv carved out a kingdom for herself through magical prowess, strength, and wit, bolstered by a horde of demons bound by magic to further her
surfaced over the last few decades, and three nations that border the mountains where it hides now race to claim Iggwilv’s hoard—or, if they can’t claim it, at least ensure that their rivals don’t either
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Race to Destruction After the characters despoil the third shrine in the Temple of Elemental Evil, the remaining cult sends a powerful force with a devastation orb from the Fane of the Eye (see
your mind’s eye and brushes aside your wandering thoughts. “Hear me well, fool,” it sneers. “You have offended the Elder Elemental Eye. For your sacrilege, others shall be punished. At sunset the day
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind
is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
arches carved of white stone. The rituals of Auril’s worship often seem cruel to outsiders. In Luskan, visitors gather at the temple to watch the frequent “wet parades,” a ritual in which supplicants don
participants. Those who finish the race are thought to have helped make the winter easier, and they rarely have to pay for food or ale all winter long.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Walkways The walkways that surround the central well are wide and mostly empty, with the occasional galeb duhr or visitor echo wandering about. Each level consists of a well opening surrounded by a
of giantkind.
Power Node. Gravenhollow was carved from a titanic geode whose crystals are imbued with magic that concentrates faerzress. The magic that suffuses the library profoundly affects time
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Harmless centipedes crawl all over the statue.
Green Statue. The middle chamber contains a statue carved of green stone, depicting a 15-foot-tall winged snake with its fangs bared. Harmless snakes
slither around the statue’s base.
Ghost. Wandering through the ruin is a spectral woman wearing a soiled black gown and a featureless white mask (actually the ghost of a slain yuan-ti priest).
A yuan-ti
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren’t likely to attack lone travelers or wandering
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stonecraft of the dwarves.
Carvers and Seers. Among stone giants, artistry ranks as the greatest
.
Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe’s outlying guardians and far-wandering hunters. When trespassers stray too far into the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Biblioplex Locations (B1-B9) The following locations are keyed to map 3.1. All descriptions assume the characters are wandering the Biblioplex during the day. At night, the library is locked and
vertical handles are each carved in the likeness of a robed scholar. During the day, the doors stand open. At night, the doors are closed, locked, and sealed with an arcane lock spell. A successful DC 25
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on one’s familiarity with its intricate network of caverns, passages, and currents. Experienced navigators know how to find and read ancient duergar runes carved along the Darklake’s tunnels, though
most of these “road signs” are nearly worn away by the passage of time. Such knowledge is something that takes years, if not decades, of wandering the Darklake to acquire.Those without the skill to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Treasure”). His morningstar is nonmagical and made for a Huge creature. Characters close enough to touch the cloud giant’s corpse or the morningstar notice a rune-inscribed circle carved into the floor
glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father’s “dark shadow.” Blagothkus
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Although the surviving Tears have made good progress reassembling this room’s broken plaster, they haven’t yet translated any of the hieroglyphs. Hieroglyphs. The hieroglyphs on the walls were carved by
after my father’s death, his great burial place was desecrated by thieves. I was tortured by the thought of his spirit wandering the planes alone forever.”
If translated, the west wall’s hieroglyphs
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves of the Multiverse Like any race, dwarves display a wide array of skin tones, hair colors, and other physical traits. Adding to this diversity, they have a variety of cultural identities from
form bonds with neighbors. Mountain Dwarves. As tough and strong as the natural stoneworks they dwell among, mountain dwarves see themselves as the true progenitors of their race and the exemplars of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
arrangement of eight ancient menhirs looms over a silent clearing. Worn by time, the standing stones’ inscriptions are inscrutable to wandering partygoers. Some believe the monument was once a cage for
travelers who partake of its temptations are never seen again. Yearning Timbers The Yearning Timbers are the perfect party venue, a gaudy event hall carved from an enormous banyan tree that was once
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
features: Entrance Chamber. An open central cavern is the lair’s primary entrance. The glass walls rise 30 feet to the surface and are fused with carved stone pillars and partial walls from the
the right of the den is a small chamber open to the sky that the dragon uses as a private entrance to the lair. A secret door prevents unwitting creatures from wandering directly into the den. Treasury
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of
carved in the floating sphere, which serves as her home. On the rare occasions when she wants to meet with city folk (typically to purchase odd substances for magical purposes), she appears unannounced
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dwarf-like human can live so deep below ground for only so long. Almost all of its citizens, regardless of race, honor Moradin and the dwarven gods, making Mirabar a dwarven city in spirit and ethics
collections of unusual and rare gems, to use seals made of gems carved into signet rings, and to be investors in ventures (rather than property) up and down the Sword Coast. They are sophisticated and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
), but no being is turned away from Silverymoon because of its race — though a drow or an orc proving true to one’s blood is sure to be punished in full for transgressing against the peace of the city
structure. The merlons of its battlements are carved to resemble unicorn heads. The soldiers of the High Guard, clad in shining silver plate, protect the residence and seat of power, and keep those out
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
winning a dinosaur race, stopping a rampaging carnivore, or completing an expedition that made significant discoveries). The exception is Wakanga O’tamu, who welcomes any adventurers traveling in the
concocted from jungle plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory, Batiri and grung handiwork, colored feathers, tropical fruit, monkeys, plesiosaurus meat, and all the other riches of






