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Returning 35 results for 'combat wilds reclusive'.
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combat wilds recluse
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
toddler, except for the black-feathered wings sprouting from the faerie’s shoulders. When engaged in combat, faerie pests wield thought-manipulating magic alongside sharp blades coated in
stinging poison.
Tarry not in Tuinvale, Ignore the flowers’ heady scents. Take no thing, stay to the trail, Lest the fae seek recompense.
—To Walk the Wilds
Faeries
The faeries of
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
(such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They
that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acquisitions Incorporated campaign, where if you fall in combat, your companion isn’t going to assess the resale value of your gear versus the cost of the potion of healing it’ll take to revive you
passing through the even-more-unknown realms of the planes. Whatever path your franchise walks, your combat and magical skill helps ensure a safe journey for you and your companions. Moreover, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acquisitions Incorporated campaign, where if you fall in combat, your companion isn’t going to assess the resale value of your gear versus the cost of the potion of healing it’ll take to revive you
passing through the even-more-unknown realms of the planes. Whatever path your franchise walks, your combat and magical skill helps ensure a safe journey for you and your companions. Moreover, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
truth and the tools wereravens have long used to combat evil. Among these are spirit boards (detailed in chapter 4), tarokka decks, Mist talismans, and piecemeal occult writings from various domains
don’t reveal themselves to those not of their kind. Rather, they infiltrate Keeper societies as reclusive members, traveling experts, or foreign scholars. Some Keepers also tell of sightings or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Faeries The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders
. OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
truth and the tools wereravens have long used to combat evil. Among these are spirit boards (detailed in chapter 4), tarokka decks, Mist talismans, and piecemeal occult writings from various domains
don’t reveal themselves to those not of their kind. Rather, they infiltrate Keeper societies as reclusive members, traveling experts, or foreign scholars. Some Keepers also tell of sightings or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
monsters and kidnap travelers and isolated miners to work as slaves in their mines, but they’re careful to eliminate witnesses. So far no one suspects that “those reclusive monks” are behind the troubles. In
area M14 don’t attack characters dressed in Sacred Stone robes and masks. Other villains and monsters ignore the disguised characters unless they act suspiciously. Infiltration and Combat The denizens
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Faeries The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders
. OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this role, as are paladins—as long as they aren’t asked to do things that violate the tenets of their oaths. Marshal. Combat is the specialty of the Marshal, who focuses on enforcing the law of the
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this role, as are paladins—as long as they aren’t asked to do things that violate the tenets of their oaths. Marshal. Combat is the specialty of the Marshal, who focuses on enforcing the law of the
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
monsters and kidnap travelers and isolated miners to work as slaves in their mines, but they’re careful to eliminate witnesses. So far no one suspects that “those reclusive monks” are behind the troubles. In
area M14 don’t attack characters dressed in Sacred Stone robes and masks. Other villains and monsters ignore the disguised characters unless they act suspiciously. Infiltration and Combat The denizens
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
even hermit) who decided to put medical expertise to military use. Scout. Trained in navigating the wilderness and laying ambushes for enemy soldiers, the Scout melds the combat skill of a fighter
. Scouts are often recruited from people who are more familiar with the wilds than with city streets, including folk heroes, hermits, and outlanders. Soldier. Soldiers make up the core of most military
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
even hermit) who decided to put medical expertise to military use. Scout. Trained in navigating the wilderness and laying ambushes for enemy soldiers, the Scout melds the combat skill of a fighter
. Scouts are often recruited from people who are more familiar with the wilds than with city streets, including folk heroes, hermits, and outlanders. Soldier. Soldiers make up the core of most military
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.
Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was
moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.
Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was
moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. They order
brutes and combat fodder — sometimes fighting for the cloud giants’ amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax