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Returning 35 results for 'changing raiders grow to her reason'.
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Monsters
Curse of Strahd
the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can
attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is
Monsters
Bigby Presents: Glory of the Giants
of 4 or lower, the fensir has no more boulders to throw.Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by
giants led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Monsters
Fizban's Treasury of Dragons
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Mordenkainen's Fiendish Folio Volume 1
bandits, raiders, spies, and criminals. In some cases, such a network might grow large enough that minions in the lower ranks are ignorant of their leader’s true nature. Fog giants who amass
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
Equipment
Combat
Utility
Whimsy
14
15
16
There is no discernable rhyme or reason for where dragon root is located on Obojima. But like all such mysteries, legends abound. The story
find it peculiar that dragon root, once harvested, will grow in the exact same spot, as if marking something. Dragon root burns hotter than most woods and coals and is therefore valuable to both brewers and smiths.
monsters
expend a use to take one of the following actions. Shub-Niggurath regains all expended uses at the start of each of its turns. If Shub-Niggurath is unable to use legendary actions for any reason, it
community survives and in time its numbers swell.
Growing Demands. As the community thrives, the demands placed upon them grow. Soon, they must offer up so many living sacrifices that they cannot afford to
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin
have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 2: Raiders’ Camp In the warm light of day, Governor Nighthill and other leaders want to know who was behind the attack on Greenest, and why the town was a target. The raiders retreated
toward the southeast, and their trail is easy to spot. A small, stealthy group could follow the trail to the raiders’ camp and gather information.
Governor Nighthill approaches the characters with a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 2: Raiders’ Camp In the warm light of day, Governor Nighthill and other leaders want to know who was behind the attack on Greenest, and why the town was a target. The raiders retreated
toward the southeast, and their trail is easy to spot. A small, stealthy group could follow the trail to the raiders’ camp and gather information.
Governor Nighthill approaches the characters with a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of art makes any stronghold a prime target for thieves and raiders. For that reason, the entrance to a stronghold doesn’t broadcast its presence by being a stellar example of dwarven stonework. The
concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of art makes any stronghold a prime target for thieves and raiders. For that reason, the entrance to a stronghold doesn’t broadcast its presence by being a stellar example of dwarven stonework. The
concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rumors about the disappearance of Oric and Lathna, siblings who were abducted by raiders from a homestead a short distance outside of town. (They are currently serving in the kitchens of Rivergard Keep
Earth). Reason to Visit. Westbridge is a target when the cultists take revenge for the characters’ actions. The characters probably come to Westbridge in the aftermath of the “Dire Tidings” counterattack in chapter 4, or after the “Counsel of Despair” event in chapter 5.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underneath the Sacred Stone Monastery, linked by the Ancient Stair. Earth cult raiders can strike at the surrounding settlements and retreat to the safety of the Black Earth temple with ease. Marlos
Urnrayle, the Prophet of Earth, chose the long-wrecked fortifications of Tyar-Besil as the headquarters of his cult for this very reason.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rumors about the disappearance of Oric and Lathna, siblings who were abducted by raiders from a homestead a short distance outside of town. (They are currently serving in the kitchens of Rivergard Keep
Earth). Reason to Visit. Westbridge is a target when the cultists take revenge for the characters’ actions. The characters probably come to Westbridge in the aftermath of the “Dire Tidings” counterattack in chapter 4, or after the “Counsel of Despair” event in chapter 5.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
streets, quarreling for no apparent reason. Beyond the city’s walls, undead raiders strike out, menacing the lands of Akros, Meletis, and Phoberos. These raids are led by the city’s de facto ruler
. Those who would strike back against Odunos’s raiders must venture through mires corrupted by sucking bogs and necromatic horrors. Those who survive to reach the city find it heavily guarded, its
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
streets, quarreling for no apparent reason. Beyond the city’s walls, undead raiders strike out, menacing the lands of Akros, Meletis, and Phoberos. These raids are led by the city’s de facto ruler
. Those who would strike back against Odunos’s raiders must venture through mires corrupted by sucking bogs and necromatic horrors. Those who survive to reach the city find it heavily guarded, its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underneath the Sacred Stone Monastery, linked by the Ancient Stair. Earth cult raiders can strike at the surrounding settlements and retreat to the safety of the Black Earth temple with ease. Marlos
Urnrayle, the Prophet of Earth, chose the long-wrecked fortifications of Tyar-Besil as the headquarters of his cult for this very reason.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
outlaws and monsters) and are eager for news. Homesteaders can usually point the way to the nearest town or neighboring homesteads (there is usually another homestead within one or two hexes). Reason to
Visit. If the characters speak with homesteaders in the area east of the Sumber Hills, they learn that raiders in brown cloaks sacked a few farms and dragged off their inhabitants. (These captives
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
outlaws and monsters) and are eager for news. Homesteaders can usually point the way to the nearest town or neighboring homesteads (there is usually another homestead within one or two hexes). Reason to
Visit. If the characters speak with homesteaders in the area east of the Sumber Hills, they learn that raiders in brown cloaks sacked a few farms and dragged off their inhabitants. (These captives
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Knights” (an extensive series of “in this situation, a knight shall do this” guidelines). Life here is very regimented. The occupants of Summit Hall grow their own food and keep perpetual watch over
nearby lands. They are always ready for battle, and fully armed and armored if encountered outside their walls. Reason to Visit. Characters who track the Mirabar delegation from Beliard find that the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to
reclaim their treasure or start a new hoard—by any means possible. Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to
reclaim their treasure or start a new hoard—by any means possible. Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, these myconids used to welcome visitors now and then. In particular, they traded with Tarak from Dragon’s Rest, giving him rare fungi that grow in their caves in exchange for food scraps and other
all visitors away. The reason for this sudden shift in the myconids’ behavior is that a blight has spread through the caves and is poisoning the myconids, twisting their gardens, and even laying low
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, these myconids used to welcome visitors now and then. In particular, they traded with Tarak from Dragon’s Rest, giving him rare fungi that grow in their caves in exchange for food scraps and other
all visitors away. The reason for this sudden shift in the myconids’ behavior is that a blight has spread through the caves and is poisoning the myconids, twisting their gardens, and even laying low
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Knights” (an extensive series of “in this situation, a knight shall do this” guidelines). Life here is very regimented. The occupants of Summit Hall grow their own food and keep perpetual watch over
nearby lands. They are always ready for battle, and fully armed and armored if encountered outside their walls. Reason to Visit. Characters who track the Mirabar delegation from Beliard find that the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
raiders to give up their ways, settle down, found a village, and devote their lives to farming.
A Karametra Campaign At first glance, a campaign in which the player characters are champions of
the line between cultivating bounty and protecting the vulnerable versus becoming greed-driven and paternalistic. Karametra values humility, and often seeks to teach those who grow too big for their britches sharp lessons against hubris.
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
. Arthur continued his thriving business and lived a quiet, contented life alone at Holrow Homestead. SECRET OF HOLROW HOMESTEAD
The animals and plants that grow on and around the hill at Holrow
Homestead are extraordinary. That’s partly due to Arthur’s magical experiments and his skill with druidic magic. But there’s another, more ominous reason for the land’s fecundity.
The hill at Holrow
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
raiders to give up their ways, settle down, found a village, and devote their lives to farming.
A Karametra Campaign At first glance, a campaign in which the player characters are champions of
the line between cultivating bounty and protecting the vulnerable versus becoming greed-driven and paternalistic. Karametra values humility, and often seeks to teach those who grow too big for their britches sharp lessons against hubris.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
failures outnumber their successes. They seldom stray far from home, subsisting largely on the mushrooms that grow on misty islands outside their caves. Gnomengarde has two married kings who rule in
vanished within the last tenday. No one except King Korboz knows that a shapechanging monster (a mimic) has crept into Gnomengarde and is feeding on the gnomes, changing its appearance as it makes its way
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ground for good reason — beyond the light lies unmapped enemy territory where everything they meet is likely to be hostile. In special circumstances, such as if one of the raiders’ captives is a
Nocturnal Raiders If the drow kept to themselves in their subterranean cities and fortresses, few other creatures would care. The dark elves could indulge their evil practices until their caverns