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Returning 35 results for 'cold rogues groups to her roving'.
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Monsters
Mythic Odysseys of Theros
":"1d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn.Meletian hoplites
typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Bite", "rollDamageType":"cold"} cold damage.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8
groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the
Backgrounds
Planescape: Adventures in the Multiverse
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
stage of existence.
Mercykillers. Cold, relentless justice is absolute, and no one is above it.
Mind’s Eye. The multiverse exists to be explored. It shapes us, and we shape it in turn.
Society of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
of 30 feet and resistance to fire damage.
White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
monsters
usually leave non-spellcasters alone and sometimes follow groups without spellcasters in the hope of being led to more appetizing creatures.
Wisps
The eerie and malevolent undead known as will-o
emotions.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing, Thunder Consume Magic. Constitution Saving Throw: DC 14, one creature that is maintaining Concentration on a spell within 15
monsters
, but they rarely choose to do so except to arrange frightful tableaux, lure prey, or otherwise cause misery.
Cultists of the Outer Goddess Nhimbaloth see voidgluttons as roving incarnations of her
of which feed on negative emotions.PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderRadiant
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rogues There are those whose abilities lie not with sword or the Art, but with quiet motion, dexterous action, and stealth. Such talents often lead to illegal endeavors, which plague most major
as Baldur’s Gate, have an organized group of rogues that controls all such activity. Most thieves’ dens are secret gathering spots, often beneath the city, and move after they’re discovered. The city
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rogues There are those whose abilities lie not with sword or the Art, but with quiet motion, dexterous action, and stealth. Such talents often lead to illegal endeavors, which plague most major
as Baldur’s Gate, have an organized group of rogues that controls all such activity. Most thieves’ dens are secret gathering spots, often beneath the city, and move after they’re discovered. The city
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young White Dragon Young white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to
Skills Perception +6, Stealth +3
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
Languages Common, Draconic
CR 6 (2,300 XP; PB +3)
Traits
Ice Walk. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young White Dragon Young white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to
Skills Perception +6, Stealth +3
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
Languages Common, Draconic
CR 6 (2,300 XP; PB +3)
Traits
Ice Walk. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yeti Yetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. Yetis make their
Cold
Senses Darkvision 60 ft.; Passive Perception 15
Languages Yeti
CR 3 (XP 700; PB +2)
Traits
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yeti Yetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. Yetis make their
Cold
Senses Darkvision 60 ft.; Passive Perception 15
Languages Yeti
CR 3 (XP 700; PB +2)
Traits
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
while also secretly hosting a cell of the Ulmist Inquisition (see “Other Groups” later in this chapter). There’s also the herbalist shop of the scholar Rudolph van Richten. When van Richten is away
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
while also secretly hosting a cell of the Ulmist Inquisition (see “Other Groups” later in this chapter). There’s also the herbalist shop of the scholar Rudolph van Richten. When van Richten is away
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
above. Five players will find the encounters a little easier than four players will, but the adventure works fine as written for groups of four or five players.
If you have fewer than four players
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
.
Siraj Fakhri
The Syndicate maintains a tenuous peace with the other factions. Groups like the Watchers and the Augustine Trading Company are technically at war with them, but often hire their
agents of the Syndicate move quickly through darkness, taking what they want, with the full knowledge that life is short among fellow rogues. The leadership of the Ebon Syndicate is managed through a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes
+8
Mod Save
Int 10 +0 +0
Wis 13 +1 +7
Cha 18 +4 +4
Skills Perception +13, Stealth +6
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes
+8
Mod Save
Int 10 +0 +0
Wis 13 +1 +7
Cha 18 +4 +4
Skills Perception +13, Stealth +6
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other
travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other
travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
above. Five players will find the encounters a little easier than four players will, but the adventure works fine as written for groups of four or five players.
If you have fewer than four players
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
roving halfling bands, and shield dwarves forced to wander far from old clanholds sometimes follow the ranger’s path. Not every prospector wandering far hills or trapper hunting through uninhabited
graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
families or valorous groups. Anna Podedworna The sight of an ancient silver dragon can panic despicable evil-doers Ancient Silver Dragon Gargantuan Dragon (Metallic), Lawful Good
AC 22 Initiative +14 (24
26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 23 (XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual
families or valorous groups. Anna Podedworna The sight of an ancient silver dragon can panic despicable evil-doers Ancient Silver Dragon Gargantuan Dragon (Metallic), Lawful Good
AC 22 Initiative +14 (24
26 +8 +8
Skills History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 23 (XP
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Encountered singly or in small roving gangs, Ice trolls are ordinary trolls with bluish skin and immunity to cold damage. Unless any ice toads are nearby to intervene, the ice trolls treats any creature
frigid cold ever since. In the event of an encounter, a squad of 3d6 kobolds is working in or passing through the area. If the characters are dressed as Ice Hunter villagers or are wearing some other
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Encountered singly or in small roving gangs, Ice trolls are ordinary trolls with bluish skin and immunity to cold damage. Unless any ice toads are nearby to intervene, the ice trolls treats any creature
frigid cold ever since. In the event of an encounter, a squad of 3d6 kobolds is working in or passing through the area. If the characters are dressed as Ice Hunter villagers or are wearing some other
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, murdering lone travelers or small groups for food. If the party outnumbers them, they follow the characters in the hopes that one or more of them become separated from the larger group, whereupon the
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
problems in groups alongside others who don’t share their interests and objectives. Generally, evil alignments are for villains and monsters.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
5th Cone of Cold, Conjure Elemental Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic
Prismari Character Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
5th Cone of Cold, Conjure Elemental Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic
Prismari Character Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, murdering lone travelers or small groups for food. If the party outnumbers them, they follow the characters in the hopes that one or more of them become separated from the larger group, whereupon the
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
roving halfling bands, and shield dwarves forced to wander far from old clanholds sometimes follow the ranger’s path. Not every prospector wandering far hills or trapper hunting through uninhabited
graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
problems in groups alongside others who don’t share their interests and objectives. Generally, evil alignments are for villains and monsters.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards