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Returning 35 results for 'close wandering race'.
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Monsters
Fizban's Treasury of Dragons
found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair
least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo
Monsters
Fizban's Treasury of Dragons
are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the
, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons
Monsters
Fizban's Treasury of Dragons
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo
Monsters
Fizban's Treasury of Dragons
forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
Half-Elf
Legacy
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Species
Basic Rules (2014)
ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.
— Margaret Weis and Tracy Hickman
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
Monsters
Mordenkainen's Fiendish Folio Volume 1
dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines
fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle
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
Dragonborn
Legacy
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Species
Basic Rules (2014)
proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the
, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of
Human
Legacy
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Species
Basic Rules (2014)
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
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->Player's Handbook (2014)
. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is
often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
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->Acquisitions Incorporated
wandering monsters to liven the journey up. Once close enough, the characters can set their franchise down in a safe location away from prying eyes, then approach the wide dirt road leading to Horn Enclave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of San Citlán According to the tale of San Citlán’s founding, an explorer named Citlali became lost in the valley of the Calaveras River. After wandering for days, Citlali saw an elegantly
dressed skeletal figure trailing behind her, never moving too close or straying too far. She tried to flee, but the figure always caught up. When she turned and followed her pursuer instead, the
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
human society, so they gain influence by controlling enemy rulers — and those close to them — through blackmail, drugs, magic, and the subterfuge of disguised purebloods.
From Calimshan and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of these few heroic drow have tempered some people’s opinions toward the race, although the appearance of a dark elf on the surface remains a rare event and a cause for alarm. Many drow in Faerûn hail
the city-states. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture. Drow have the racial traits of dark elves in the Player’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Hadozee Traits As a hadozee player character, 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, and you have a climbing speed equal to your walking speed. Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
react to them.
As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as 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.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, this scenario becomes more of a dungeon crawl in cramped, dangerous spaces, with vermin attacking in close quarters. Characters who survive those threats and push on find the lowest holds flooded with
monstrosities. The climax of the adventure is a race against time as the octopus returns for a final onslaught, with decks flooding, the ship sinking, and characters scrambling through the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
favor Eldath are pacifists or people who are troubled by violence they have witnessed or experienced. Eldath’s priests don’t organize into large sects. Indeed, many are itinerant, wandering between
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. You can roll on the Relationship table to determine how your family members or other important figures in your life feel about you. You can also use the Race, Occupation, and Alignment tables to
, uncle, or both; or extended family such as a tribe or clan 16–25 Paternal or maternal grandparent(s) 26–35 Adoptive family (same or different race) 36–55 Single father or stepfather 56–75 Single mother
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Handbook for details). Most Darklords can keep their domains’ borders closed indefinitely and can reopen them at will. For some Darklords, slightly varied effects manifest when they close their domains
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->Infernal Machine Rebuild
characters hear or see them as they skulk about. Not every encounter with a wandering monster or patrol needs to end in combat, but knowing that they don’t have free run of the dungeon will help keep the
characters on their toes. In addition to those potential encounters, two unusual monsters also patrol the temple complex, and can be encountered at any time, wandering through any corridors or rooms—a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. 3 The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape. 4 The adventurers race to the site where a villain is bringing a master plan to its
, forcing the adventurers to close the portal while dealing with a villain at the same time. 8 The dungeon begins to collapse while a villain attempts to escape in the chaos. 9 The adventurers must choose
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Blasingdell lies about 30 miles south of the Stone Tooth, a journey of three days on foot or two days on horseback due to the surrounding rugged terrain and dense forests. Although it isn’t close enough
the caverns.
The town’s population of around 2,000 is quite diverse; although humans are the largest group, almost any player character race can be found here.
The town’s mayor is Sir Miles
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Plasmoid Traits As a plasmoid player character, you have the following traits. Creature Type. You are an Ooze. Size. You are Medium or Small. You choose the size when you select this race. Speed
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.






