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Returning 35 results for 'clans remaining goblins to have rules'.
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
races
Mordenkainen Presents: Monsters of the Multiverse
A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
Dwarf
Legacy
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Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most
Firbolg
Legacy
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Species
Volo's Guide to Monsters
offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility
call home.
Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural
races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
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 determining
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lord holds absolute power in their town. Some clans are friendly to outsiders and welcome commerce. Others despise non-goblins. Lhesh Haruuc has abolished slavery in Rhukaan Draal, but some of
offer the basic services common elsewhere in the treaty nations. Any significant settlement is likely the domain of a single Ghaal’dar clan. While these clans give their fealty to Lhesh Haruuc, every
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
largest and mightiest of them all.
— Doug Beyer, Return to Ravnica: The Secretist
The Gruul Clans are a wild people in a civilized land, a loose affiliation of bands that squat on the fringes of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lord holds absolute power in their town. Some clans are friendly to outsiders and welcome commerce. Others despise non-goblins. Lhesh Haruuc has abolished slavery in Rhukaan Draal, but some of
offer the basic services common elsewhere in the treaty nations. Any significant settlement is likely the domain of a single Ghaal’dar clan. While these clans give their fealty to Lhesh Haruuc, every
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clans known as the Ghaal’dar were based in the Seawall Mountains, but during the war, the demand for mercenaries drew an ever-increasing number of goblins out of the mountains to fight for Cyre and
Darguun Capital: Rhukaan Draal Hallmarks: Dungeons, goblinoid mercenaries, ruins Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
largest and mightiest of them all.
— Doug Beyer, Return to Ravnica: The Secretist
The Gruul Clans are a wild people in a civilized land, a loose affiliation of bands that squat on the fringes of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clans known as the Ghaal’dar were based in the Seawall Mountains, but during the war, the demand for mercenaries drew an ever-increasing number of goblins out of the mountains to fight for Cyre and
Darguun Capital: Rhukaan Draal Hallmarks: Dungeons, goblinoid mercenaries, ruins Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hobgoblin clans known as the Ghaal’dar were based in the Seawall Mountains, but during the Last War the demand for mercenaries drew an ever-increasing number of goblins out of the mountains to fight
Darguun Capital: Rhukaan Draal Noted for Goblinoid mercenaries Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by the Five Nations, and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
2. Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to an artifact, surrendering it willingly. If they do so, they could find out more about the goblins and the struggle for leadership among the clans. Of all the goblins, the Kech Volaar are the most
Goblinoid Campaign Themes The Heirs of Dhakaan are a substantial military threat. The goblins can clash with adventurers while they are exploring ancient ruins, or they can launch strikes against
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to an artifact, surrendering it willingly. If they do so, they could find out more about the goblins and the struggle for leadership among the clans. Of all the goblins, the Kech Volaar are the most
Goblinoid Campaign Themes The Heirs of Dhakaan are a substantial military threat. The goblins can clash with adventurers while they are exploring ancient ruins, or they can launch strikes against
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
2. Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.) However, if the characters make a lot of noise here—for example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so on—the goblins in area 2 notice and attack them through the thicket, which provides the goblins with half cover (see the Basic Rules for rules on cover).
1. Cave Mouth The trail from the goblin ambush site leads to the entrance of the Cragmaw hideout. Following the goblins’ trail, you come across a large cave in a hillside five miles from the scene of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.) However, if the characters make a lot of noise here—for example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so on—the goblins in area 2 notice and attack them through the thicket, which provides the goblins with half cover (see the Basic Rules for rules on cover).
1. Cave Mouth The trail from the goblin ambush site leads to the entrance of the Cragmaw hideout. Following the goblins’ trail, you come across a large cave in a hillside five miles from the scene of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hobgoblin clans known as the Ghaal’dar were based in the Seawall Mountains, but during the Last War the demand for mercenaries drew an ever-increasing number of goblins out of the mountains to fight
Darguun Capital: Rhukaan Draal Noted for Goblinoid mercenaries Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by the Five Nations, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their ancient enemies. The more conservative among them want to maintain the traditions and remaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their ancient enemies. The more conservative among them want to maintain the traditions and remaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves and Dragonmarks The Mark of Warding appears on dwarves of House Kundarak, which had its origins as one of the clans of the Mror Holds. Kundarak dwarves live across Khorvaire while maintaining
dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Goblin
KARL KOPINSKI
Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential — at least in the eyes of most of Ravnica’s other folk
around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. Most goblins
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves and Dragonmarks The Mark of Warding appears on dwarves of House Kundarak, which had its origins as one of the clans of the Mror Holds. Kundarak dwarves live across Khorvaire while maintaining
dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
than the goblins’ check total is surprised and therefore can’t do anything on his or her first turn in the combat (see “Surprise” in the Basic Rules). Use the initiative rules in the Basic Rules to
goblins can do on their turn, see chapter 9, “Combat,” in the Basic Rules. When three goblins are defeated, the last goblin attempts to flee, heading for the goblin trail. Developments In the unlikely
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this region. A few tribes of people—mostly goblins, along with a few shifters, dwarves, and feral halflings—live in the sewers, rummaging through the midden heaps and selling their goods in the lower
city. These sewer clans constantly battle over territory, as control of one or more midden chamber can be critical to survival. The sewer clans can pose a threat to adventurers, but they can also be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this region. A few tribes of people—mostly goblins, along with a few shifters, dwarves, and feral halflings—live in the sewers, rummaging through the midden heaps and selling their goods in the lower
city. These sewer clans constantly battle over territory, as control of one or more midden chamber can be critical to survival. The sewer clans can pose a threat to adventurers, but they can also be
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Goblin
KARL KOPINSKI
Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential — at least in the eyes of most of Ravnica’s other folk
around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. Most goblins
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
than the goblins’ check total is surprised and therefore can’t do anything on his or her first turn in the combat (see “Surprise” in the Basic Rules). Use the initiative rules in the Basic Rules to
goblins can do on their turn, see chapter 9, “Combat,” in the Basic Rules. When three goblins are defeated, the last goblin attempts to flee, heading for the goblin trail. Developments In the unlikely
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. “And here is where Angerroth the
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. “And here is where Angerroth the
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The clans of the Shadow Marches primarily live in small towns and villages, their huts raised above the swamps on stilts. The Shadow Marches contain many manifest zones tied to
. Daelkyr ruins linger in these areas, remnants of the ancient war against the goblins and orcs that once dominated Khorvaire. Dragonshard Fields The Shadow Marches hold deposits of Eberron dragonshards
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe’s survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by
Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large — sometimes