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Returning 35 results for 'changelings rather goblins to her reflective'.
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changeling rather goblins to her reflective
Monsters
Mordenkainen Presents: Monsters of the Multiverse
choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.
Chokers have cartilage rather than a bony skeleton. This flexible internal structure
corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins—to come within reach.
When a target presents itself
Species
Acquisitions Incorporated
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
Backgrounds
Tomb of Annihilation
.
2
I’m a stickler when it comes to observing proper etiquette and local customs.
3
I would rather observe than meddle.
4
By living among violent people, I have become
believe that I’m intellectually superior to people from other cultures and have much to teach them.
4
I’ve picked up some unpleasant habits living among goblins, lizardfolk, or orcs.
5
I complain about everything.
6
I wear a tribal mask and never take it off.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
people both from the depredations of gangs and abuse at the hands of the wealthy.
2 You’re working to improve the image of a marginalized minority group (goblins, changelings, warforged) in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
people both from the depredations of gangs and abuse at the hands of the wealthy.
2 You’re working to improve the image of a marginalized minority group (goblins, changelings, warforged) in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. This section also presents other playable races that have performed important roles in the world’s evolution: Changelings are clever shapechangers who can disguise themselves as other people
. Goblinoids — bugbears, goblins, and hobgoblins — ruled Khorvaire long ago, before the madness of the daelkyr undermined them. After serving as mercenaries in the Last War, they now seek a place in the world’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Boromar Clan. Formed by monstrous immigrants from Droaam, Daask has been building its power for a decade and has recently begun an aggressive campaign of expansion. Humans, shifters, goblins, and
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Boromar Clan. Formed by monstrous immigrants from Droaam, Daask has been building its power for a decade and has recently begun an aggressive campaign of expansion. Humans, shifters, goblins, and
changelings are all found in Daask, but the organization is built around a monstrous core: gnolls, ogres, minotaurs, harpies, even a handful of trolls. The leaders of Daask include oni and medusas. Daask
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. This section also presents other playable races that have performed important roles in the world’s evolution: Changelings are clever shapechangers who can disguise themselves as other people
. Goblinoids — bugbears, goblins, and hobgoblins — ruled Khorvaire long ago, before the madness of the daelkyr undermined them. After serving as mercenaries in the Last War, they now seek a place in the world’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
by Breland, Galifar had never tamed this wild region. It had long been a haven for host of creatures. Gnolls, orcs, and goblins are the most common, but ogres, trolls, harpies, minotaurs, medusas
, tieflings, changelings, lycanthropes and many more dwell in this region. In the past these creatures fought one another more often than they raided human settlements. Under the leadership of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
by Breland, Galifar had never tamed this wild region. It had long been a haven for host of creatures. Gnolls, orcs, and goblins are the most common, but ogres, trolls, harpies, minotaurs, medusas
, tieflings, changelings, lycanthropes and many more dwell in this region. In the past these creatures fought one another more often than they raided human settlements. Under the leadership of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
New Race: Verdan The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing
. Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
New Race: Verdan The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing
. Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
for signs of trouble, but the goblins prefer to stand around the brazier for warmth. One goblin has a horn that it can blow to sound an alarm, putting the entire fortress on alert. Since visitors aren’t
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Shape of the District The heart of Callestan is the plaza called the Bridge. This central square serves as an open market and speaker’s corner. It’s not on a bridge; rather, the center of the
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
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Shape of the District The heart of Callestan is the plaza called the Bridge. This central square serves as an open market and speaker’s corner. It’s not on a bridge; rather, the center of the
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
for signs of trouble, but the goblins prefer to stand around the brazier for warmth. One goblin has a horn that it can blow to sound an alarm, putting the entire fortress on alert. Since visitors aren’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Choker The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton. This flexible
corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins—to come within reach. When a target presents itself, the choker’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Choker The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton. This flexible
corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins—to come within reach. When a target presents itself, the choker’s
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Developments If the goblins spot the characters (or if the characters approach openly), the goblins shoot arrows from
behind the arrow slits. However, they can’t fire directly at enemies at or past the broken gate. The goblins also shout loudly enough to alert their comrades in areas 4 and area 6 that the castle is under
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
. Changelings have minor shapechanging abilities similar to those of doppelgangers. Kalashtar are planar entities merged with human hosts, giving them telepathic abilities. Shifters developed from the mixing of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
. Changelings have minor shapechanging abilities similar to those of doppelgangers. Kalashtar are planar entities merged with human hosts, giving them telepathic abilities. Shifters developed from the mixing of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Developments If the goblins spot the characters (or if the characters approach openly), the goblins shoot arrows from
behind the arrow slits. However, they can’t fire directly at enemies at or past the broken gate. The goblins also shout loudly enough to alert their comrades in areas 4 and area 6 that the castle is under
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
, stumbled upon a gang of bugbears and goblins. The goblinoids told Lob and Ogg about a large farm on the far side of the Dessarin River. It occurred to the hill giants that they should attack it. So, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(three bugbears, nineteen goblins, and two ettins) rely on a shrieker to warn them of intruders. 39a. Hall of the Two-Headed King Characters will most likely enter this hall through the secret door in
, stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
Noise. The sound of squabbling goblins emanates from a tunnel leading
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
did this not from malice, nor even from fear that I would be ridiculed, but rather because I could not bear to revisit the horrors I had seen beneath the merciless Menechtarun sands. I force myself
, creating the first changelings, skulks, and tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
, stumbled upon a gang of bugbears and goblins. The goblinoids told Lob and Ogg about a large farm on the far side of the Dessarin River. It occurred to the hill giants that they should attack it. So, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
did this not from malice, nor even from fear that I would be ridiculed, but rather because I could not bear to revisit the horrors I had seen beneath the merciless Menechtarun sands. I force myself
, creating the first changelings, skulks, and tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Maglubiyet’s Will Be Done When Maglubiyet conquered the goblins’ gods, he taught the goblins to fear his cruelty. They bowed in sniveling obeisance to him and then turned their impotent wrath upon
of their individual deities. All types rightly fear Maglubiyet’s wrath, but each carries out the Mighty One’s divine will differently. Goblins typically flee from obvious threats, and hobgoblins often
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
for a few bugbears. Goblin Hovels. The camp’s goblins settle wherever their hobgoblin commanders tell them to. Their quarters usually surround the areas where slaves and beasts. The typical goblin
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
for a few bugbears. Goblin Hovels. The camp’s goblins settle wherever their hobgoblin commanders tell them to. Their quarters usually surround the areas where slaves and beasts. The typical goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(three bugbears, nineteen goblins, and two ettins) rely on a shrieker to warn them of intruders. 39a. Hall of the Two-Headed King Characters will most likely enter this hall through the secret door in
, stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
Noise. The sound of squabbling goblins emanates from a tunnel leading
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The centuries have not been kind to Cragmaw Castle. The goblins have shored up the weakest areas beneath its falling towers with crude timbers, but it’s only a matter of time before
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet