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Returning 35 results for 'composed refuse groves to her rather'.
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Monsters
Vecna: Eve of Ruin
Bramble Walk. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against
, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain. Most deadbark dryads would rather fight to the death than allow any intrusion into
Monsters
Icewind Dale: Rime of the Frostmaiden
overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its
.
Mercenaries Extraordinaire. Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff
Halfling
Legacy
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Species
Basic Rules (2014)
treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Kind and
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Eldath The Quiet One, the Guardian of Groves, the Mother of the Waters Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is thought to be present at many
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
hill giants, stone giants, cyclopes, ogres, ettins, and fomorians among their number, and one clan — the Bolrac clan — is composed entirely of such brutes. Hydras Once a hydra chooses a lair and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
dishevelment are tufts of juvenile plumage that refuse to smooth down, a handful of scars whose origin he’s not sure of, and at least one hole in whatever clothing he’s wearing.
Contrary to what people
effort to get to know him, rather than be put off by his size and rough exterior.
Extracurriculars: Intramural Silkball Club
Job: Bow’s End Tavern assistant manager
Bond Boon: Javenesh’s
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
guidance, and should be shown Bahamut’s righteous way of living rather than ignored and treated as children. If the dragons refuse to engage the humanoids and focus only on their own advancement, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
guidance, and should be shown Bahamut’s righteous way of living rather than ignored and treated as children. If the dragons refuse to engage the humanoids and focus only on their own advancement, the
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->Fizban's Treasury of Dragons
excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders.
5 I strive to treat foes honorably, but not at the expense of
strategy. A quick death in combat is its own kind of courtesy.
6 I trust my gut. I’d rather act on incomplete information than be hamstrung by indecision.
7 I’m fascinated by other species
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world
elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Yet should such approach Evereska, its guardians mounted on giant eagles would ensure no ill befell the vale. Unlike cramped and crowded human cities, Evereska is composed of clusters of buildings
throughout the many levels of the great valley, with many a footpath between them. These clusters are separated by clearings, meadows, and small woodland groves — natural spaces just as much a part of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Ffolk, humans ruled by their High King, Derid Kendrick, from the fortress of Caer Callidyr on Alaron. The Ffolk worship a goddess they call the Earthmother; her druids gather in sacred groves on the
islands. Some of these groves hold moonwells, magical pools that the druids say the goddess uses as her windows onto the world. The northern isles are the territory of the Northlanders, who spread
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any)
3 Stewardship. I do not serve individuals, but rather
history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)
4 Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
life to the fullest, knowing that tomorrow I might die. 4 I live for the thrill of the hunt. 5 I don’t talk about the thing that torments me. I’d rather not burden others with my curse. 6 I expect
danger around every corner. 7 I refuse to become a victim, and I will not allow others to be victimized. 8 I put no trust in divine beings. Ideals d6 Ideal 1 I try to help those in need, no matter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can
sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant
sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
a successful one. 6 A stone golem composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame. 7 A passing animated coffin* exhales a
afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury. †Monsters marked with a dagger
Compendium
- Sources->Dungeons & Dragons->Monster Manual
planes for treasures of interest or usefully greedy mortals. Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse’s greatest
collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls. Barbed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world
elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Most deadbark dryads would rather fight to the death than allow any intrusion into their homes. Deadbark dryads are most often found on Krynn, but occasionally they are found on other worlds where
. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
sleeper agent — gathering information and allies until you’re activated and you are put to your intended use. Zil Names. Zil society is divided into major houses, each of which is composed of multiple
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Zuggtmoy!
Joined together, heart to heart,
Becoming one ’til death do part!
Hail! Hail! Hail!
The entourage is composed of twelve bridesmaids of Zuggtmoy and six chamberlains of Zuggtmoy(see
way to Yestabrod’s garden, attacking only if the characters stand in their way. Any character reduced to 0 hit points in this encounter is knocked unconscious rather than killed. If all the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Amberdune Pack The jackalweres of the Amberdune Pack were the servants of Nidalia, an unusually kind and learned lamia. The jackalweres’ alignment is neutral evil rather than chaotic evil, and their
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
withholding things from him, but rather than demand disclosure, he has waited and observed. He wants agents of his own, and sees the interest of the Keepers in the adventurers as an opportunity. The dragon
accept the notion that anyone would refuse him. He assigns Gartokkar to be their liaison, orders badges of gold be given to them, and sends them off. Treasure The characters might be tempted to inspect
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
stubborn believers who refuse to renounce their allegiances. Within Nowhere’s dark warrens, criminals peddle seedy wares to dwindling factions, some consisting of just one member. Grungy alleys become
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
ushers each one in and out on schedule, but when angered, she might refuse to change to the next season, or even call upon one out of its proper time. Mortals pray to her to ward off unseasonable
, blaming her fellow gods for the spread of civilization rather than the mortals themselves. Divine Relationships Nylea seldom comes into open conflict with the other gods, and she would say that all her
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Encounters with Hulgaz Hulgaz makes a good adversary for players who especially enjoy roleplaying. If your players prefer to talk to enemies they encounter rather than fight them, consider using
aspirations. As before, the charms are designed to bring the characters fortune and woe in equal measure. This time, Hulgaz doesn’t take no for an answer. If the characters refuse to take the infernal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
talking, and make sure you check in about what every character is doing, especially during periods of exploration and social interaction, rather than focusing just on one player’s character. Sometimes
you’ll encounter players who tell other players what their characters should do, claim the best magic items for themselves, bully the other players, and refuse to share the spotlight. Away from the game
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Fortitude’s scenic groves. The step pyramid consists of seven stacked tiers quartered by staircases that ascend to the gate to Arcadia. Cradled by four curved beams at its summit, the blazing, green portal
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
talking, and make sure you check in about what every character is doing, especially during periods of exploration and social interaction, rather than focusing just on one player’s character. Sometimes
you’ll encounter players who tell other players what their characters should do, claim the best magic items for themselves, bully the other players, and refuse to share the spotlight. Away from the game
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
height, these Incarnates are composed of thousands of smaller gems of the same type. Each holds court in a portion of the Preserve, such as the Amethyst Tiger’s knoll or the Obsidian Eagle’s aerie
a puzzle to solve. Some speak plainly; others respond in poem or parable. And some refuse to speak at all.
Dawn Incarnates of the Preserve Each Dawn Incarnate that inhabits the Preserve of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Characters who know anything about myconids know that myconids don’t dance. If Stool is with the party, it points this out. This group is composed of three myconid adults and five myconid sprouts. Stool
” might have infected the rest of the myconids back home. Development Voosbur takes no offense if the characters refuse his offer to teach them how to travel “the Lady’s dream,” simply bidding them