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Returning 35 results for 'cities well revolve'.
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cities well resolve
cities well remove
Monsters
Mordenkainen Presents: Monsters of the Multiverse
involved in yuan-tiâs long-term plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of
encouraged by Lolth. Others can be found in Underdark cities free of Lolthâs influence, where these powerful spellcasters apply their might toward ending her tyranny.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
environments abundant with life. They share apesâ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
the creatures.
Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
nightmare beastâs legs end in claws, enabling it to climb well despite its size. Its skin is thick and tough, and its teeth are long and sharp. A pair of long, curved tusks jut from the sides of
engines. A single beast can lay waste to entire cities and armies.Teleport (2/Day). The beast magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
summoner dies, or until its summoner dismisses it as an action.Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from
Monsters
Storm King's Thunder
, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced
planted rumors in the storm giant court that the queen had been assassinated by the Lordsâ Alliance, a confederacy of cities and settlements populated by small folk and scattered throughout the
Monsters
Eberron: Rising from the Last War
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
cities, the hatred against warforged and Cyran refugees, the calls for a return to war â all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Playerâs Handbook (2014)
You are a member of an artisanâs guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and
of introduction from your guild, a set of travelerâs clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans
Backgrounds
Baldurâs Gate: Descent into Avernus
guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal
travelerâs clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild
Genasi
Legacy
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Species
Elemental Evil Player's Companion
into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visitâwhether of their own volition or compelled by magic. Some genies can adopt mortal
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
Human
Legacy
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
traditions with origins far beyond the reach of any single humanâs memory. They live fully in the presentâmaking them well suited to the adventuring lifeâbut also plan for the future
Dwarf
Legacy
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Species
Basic Rules (2014)
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
field of battle centuries ago.
SLOW TO TRUST
Dwarves get along passably well with most other races. âThe difference between an acquaintance and a friend is about a hundred years,â is
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
we would all do well to prioritize that kinship. (Any)
3
Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)
4
Adaptability. Whether
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
, and we would all do well to prioritize that kinship. (Any)
3
Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)
4
Adaptability. Whether
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Backgrounds
Sword Coast Adventurer's Guide
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesnât necessarily require you to relinquish membership
nature.
The Lordsâ Alliance: On one level, the agents of the Lordsâ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
â serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Rites Services revolve around the stories of the ancestors, commemorating their glorious deeds, as well as ritual exercises and trance meditation. While resting, an elf spends four hours in trance
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Chapter 5: Adventure Environments Many D&D adventures revolve around a dungeon setting. Dungeons in D&D include great halls and tombs, subterranean monster lairs, labyrinths riddled with death traps
easier to predict where the adventuring party might go in the dungeon because the options are limited â less so in the wilderness. Villages, towns, and cities are cradles of civilization in a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
infested with unknown perils, except for three city-states that stand proudly on broad islands of miraculously dry land. The islands on which the cities of Ashwadhatu, Sagorpur, and Tippurika stand were
hundred years ago. Each city spreads out in concentric circles from its riverine temple. The innermost circle holds the cityâs senate house, main market, and academy, as well as the houses of wealthy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Waterdeep, Luskan, and Neverwinter â as well as riverside cities such as Yartar, Everlund, and Silverymoon â are home to human traders, shipbuilders, and artisans. Although each city of the North
. Members of the Lordsâ Alliance include the cities of Waterdeep, Neverwinter, Mirabar, Yartar, and Silverymoon, as well as the towns of Amphail, Daggerford, and Longsaddle and the dwarfhold of Mithral Hall
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will
be important: the lordâs keep, significant temples, and the like. For cities, add internal walls and think about the personality of each ward. Give the wards names reflecting their personalities
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
of raw materials and food from surrounding villages, and the export of crafted items to those villages, as well as to other towns and cities. A townâs population is more diverse than that of most
themselves. Towns and cities are the seats of the nobles who govern the surrounding area, and who carry the responsibility for defending the villages from attack. Occasionally, a local lord or lady
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Yuan-ti Cities Most yuan-ti cities were built during the height of their empire centuries ago. Since they no longer have the vast number of expendable slaves necessary for large work projects, the
or Large snake could pass through, allowing the yuan-tiâs serpentine pets, as well as abominations and malisons in snake form, to bypass human-style doors for convenience or in order to respond
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara as Campaign Villain A campaign with Ephara as the villain might be well suited to a wilderness-based campaign. Many people of the wilds see the patron of cities as inherently villainousâa
see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Epharaâs Divine Schemes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
D&D settings are somewhere between those two extremes: worlds of medieval high fantasy with knights and castles, as well as elven cities, dwarven mines, and fearsome monsters. The world of the
farmsteads and sleepy villages arrive in Neverwinter and the other great cities every year in search of wealth and renown. Known roads may be well traveled, but they arenât necessarily safe. Fell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 1: A Tale of Two Cities Baldurâs Gate began as a harbor town where traders would meet with âghost lightersâ â folk along the Sword Coast who used lights to lure fogbound ships to shore. When
city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldurâs Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Neighbors, Rivals, and Allies Other cities and nations keep a watchful eye on Baldurâs Gate, which is growing in wealth, power, and influence. Baldurâs Gate trades with the coastal cities of
. Baldurâs Gate joined the Lordsâ Alliance, a coalition of independent cities that includes Neverwinter and Waterdeep, largely because of disputes with Amn. Should Amn decide to attack Baldurâs Gate
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
Neighbors, Rivals, and Allies Other cities and nations keep a watchful eye on Baldurâs Gate, which is growing in wealth, power, and influence. Baldurâs Gate trades with the coastal cities of
. Baldurâs Gate joined the Lordsâ Alliance, a coalition of independent cities that includes Neverwinter and Waterdeep, largely because of disputes with Amn. Should Amn decide to attack Baldurâs Gate
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War For Breland, the Last War was an ever-shifting tangle of enemies and alliances. Breland fought Aundair, Cyre, Karrnath, and Thrane at various points of the war, as well as
to shelter more Cyran refugees than any other nation. The major cities of Breland host significant populations of refugees, both Cyrans and Brelish from villages lost in the war. This has increased
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
waypoint between the cities of Neverwinter and Waterdeep, as well as protect travelers from threats originating in the swampy Mere of Dead Men. As the adventure progresses, the characters become embroiled
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
practice, many of a schemer dragonâs goals might be the same as a monstrous dragonâs: acquiring food, securing a lair, and adding to a hoard. But other plots might revolve around acquiring minions
, advancing the cause of a draconic faction, building the dragonâs prestige, working for the well-being of dragonkind as a whole, or altering the nature of the world and its magic. A dragonâs schemes become
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
, but a human nation or culture preserves traditions with origins far beyond the reach of any single humanâs memory. They live fully in the present â making them well suited to the adventuring life â but
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
surrounds all the Wildspace systems, as well as the astral dominions of gods and the floating remains of dead gods (see the âAstral Dominions and Dead Godsâ sidebar). Many Wildspace systems have names
from one Wildspace system to another, as well as features of the Astral Plane that are likely to come into play. ASTRAL DOMINIONS AND DEAD GODS
Many gods have dominions in the Astral Sea. These
Orc
Legacy
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
depths of the lair, and left for the followers of Yurtrus or Shargaas to accept or reject. A fully grown orc warrior is well prepared for a lifetime of combat.
Not all orc weaklings are taken by those






