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Returning 34 results for 'composed recovery groups to her rogues'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
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->Dragonlance: Shadow of the Dragon Queen
Power in Kalaman Kalaman is led by the following three groups: Governor. The head of Kalaman’s government is Governor Calof Miat (lawful neutral, human noble). He represents the city’s people and
speaks on their behalf during council sessions. Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild
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
)
Traits
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
among giant kinds reflecting a cultural or geographical distinction rather than an inherent one. They might live in bands composed of multiple giant kinds or family groups of a single kind. Or giants of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Other Groups Representatives of various organizations have their own reasons for exploring the Mists and might be encountered in multiple domains. Church of Ezra Pious souls in various domains pray
would-be heroes. The Kargat and the Kargatane Darkon’s secret police, the Kargat, is composed of vampires and others supernaturally disposed toward intrigue. Since Azalin’s disappearance (see “Darkon
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->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
to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw
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
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->Hoard of the Dragon Queen
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, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
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, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split into several smaller groups in the event of an attack. The advantage is that a small
group of stealthy characters moving slowly might be able to sneak past enemies that clumsier characters would alert. A pair of rogues moving at a slow pace are much harder to detect when they leave
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Jarad’s sister, Savra, took control of the guild before him. Various groups of people and monsters coexist within the swarm, their relative power waxing and waning with the years, and through it all
, the guild goes on. The three most important power groups within the Golgari are the Devkarin elves, the medusas (also called gorgons in Ravnica), and the insectile kraul. Jarad is an undead
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari Creatures The Devkarin elves (drow), deadly medusas, and insectile kraul are the three most important power groups among the Golgari Swarm, vying for control over a teeming horde of lesser
moldering condition, and they lend an air of high culture to the undercity court of the Golgari. Fungus Golgari territory is filled with creatures composed of fungus and detritus from the guild’s rot
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
through the darkness. Camouflaged Lurkers. Like a stingray, a cloaker’s body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows
whips behind it. Opportunistic Predators. When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
make decisions for most prides, these leaders rising from among the oldest or best-respected women of the pride. Generally, leonin communities avoid outsiders, particularly armed groups of soldiers and
share tales and study the lore of their people. As a result, some of the greatest leonin storytellers and historians number among the Swiftclaws. Fighters and rogues are also common among the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
priesthood depends on the tenets of that god: the cunning rogues who venerate Mask have little in common with the upright law-keepers of Tyr, and the delightful revelers who revere Lliira are different from
can accommodate groups of acolytes, each learning under the direction of one or more mentors responsible for training them in the duties and skills of the priesthood. Once acolytes complete their
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the highest standards of behavior, and wields cold magic. The Brass Order could be a loose affiliation of good-hearted scoundrels, including rogues and bards, who favor fire magic and trickery. An
advancement of entire societies and civilizations. Some groups of characters might all affiliate with a single circle, while others might include members of different circles. Different affiliations don’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime
examples. A kingdom run by thieves’ guilds would also fall into this category. Magocracy. The governing body is composed of spellcasters who rule directly as oligarchs or feudal lords, or participate in a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
city’s Waterbaron. The Harpers work to maintain the balance of power between the various groups competing to influence the city. In the Sumber Hills, the Harpers warn travelers and adventurers to stay
rivers, Yartar is a prosperous center of commerce. Various groups vie to control its wealth and influence its trade. The Waterbaron of Yartar, Nestra Ruthiol, is a member of the Lords’ Alliance, and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
center of a muddy lake. The camp is ringed by immense bone spurs, with makeshift wooden walls between. A wooden palisade surrounds a camp composed of tents, huts, and a crooked watchtower. Dozens of
-foot section has AC 12, 30 hit points, and immunity to poison and psychic damage. Sentries. Three Dragon Army soldiers (see appendix B) keep watch from the central tower in area I3. Patrols. Two groups
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
turns, ending the effect on itself on a success. Nexus of Dissolution. A sphere the size of a human head and composed of oversized centipede limbs encompasses a foul light. This sphere is a fraction
. At your discretion, additional pairs of whistlers (detailed at the end of this adventure) and groups of 2d4 gibbering mouthers menace the characters as they return to the portal.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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
adventurers cause problems in groups alongside others who don’t share their interests and objectives. Generally, evil alignments are for villains and monsters.
Languages Your race indicates the languages
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
. 19: Knight A being composed of golden light and clad in plate armor rests on one knee in the center of the room. Chains of shadow wrap around its neck, wrists, and waist, binding it to the floor. A
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
of nowhere might be composed of mimics! Mimic Communication. Members of the colony develop telepathy and the ability to speak. While within 10 miles of the colony, any mimic can communicate
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(worth 10 gp each). These gems were confiscated from prisoners who were later sent to the mines. 6. Dairy This structure is composed of a residential hut attached to a barn and a dairy. An elderly
levels of the mine, watching over eleven shield dwarves and seventeen rock gnomes (all commoners). The prisoners are split into groups of two or three. Some use picks or shovels, while others push carts
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ten-Towns is composed mostly of humans and dwarves, with the humans outnumbering the dwarves roughly twenty to one. In times of great peril, the leaders of Ten-Towns, known as town speakers, meet at
burying the other wreckage under earth. The giants hurl rocks and tombstones at any “small folk” they see. The giants are spread out such that the characters can fight them in three groups, each group
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
watching clouds drift past their mountaintop homes instead of living atop those clouds as in days of yore. Family First Most types of giants live communally in large groups of clan mates, but the central
of crystal with silver lids, or a scene in the sky depicted in a tapestry composed entirely of pearls. Another way for a family to demonstrate its wealth is by bestowing lavish gifts on other families
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
lined with 10-foot-tall dwarven statues. Assume the two groups are 60 feet apart when they see each other. The dark elves are making their way toward a secret door set into the wall behind one of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gargoyles if they have a passive Wisdom (Perception) score of 15 or higher. The gargoyles ignore groups exiting the Temple of Black Earth. They attack any strangers approaching from the north unless
holds a ten-foot-tall statue depicting a crude humanoid form composed of earth, boulders, and sharp crystals. One massive, rocky fist is raised above its blunt head. Shattered rubble from an older
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of
broken or worn arms and armor.
Creatures. Three goblins, who proudly call themselves bandits, are in the room when the characters enter. In better times, two or more bandit groups would hunt the Old