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Returning 35 results for 'concept ranges group to her regions'.
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Monsters
Tales from the Yawning Portal
White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, a special process transforms its brain into a new elder brain for
Monsters
Eberron: Rising from the Last War
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
and hunters.
2
A young crystal dragon has adopted a group of kobold;kobolds and is trying to teach them the value of a good practical joke.
3
A young crystal dragon has captured a pack of
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
the goliath concept of fair play.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips
Monsters
Fizban's Treasury of Dragons
pit fiend to buy back the soul of a legendary hero.
2
A group of adult red dragon;adult red and adult silver dragon;silver dragons set aside their differences to learn wisdom from an ancient
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Human
Legacy
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Species
Basic Rules (2014)
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are
Kobold
Legacy
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Firbolg
Legacy
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Species
Volo's Guide to Monsters
the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
Hidden
adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Red Wizard This group consists of a Red Wizard (LE male or female Thayan human mage), 1d6 guards, and 1d6 skeletons, all answerable to Valindra Shadowmantle (see “Heart of Ubtao”). If this encounter
spoiling for a fight; if defeat seems inevitable, the Red Wizard surrenders and offers a crude map of Chult marking the regions occupied by undead (see map 2.1). The characters can use the map to steer clear of these regions.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Red Wizard This group consists of a Red Wizard (LE male or female Thayan human mage), 1d6 guards, and 1d6 skeletons, all answerable to Valindra Shadowmantle (see “Heart of Ubtao”). If this encounter
spoiling for a fight; if defeat seems inevitable, the Red Wizard surrenders and offers a crude map of Chult marking the regions occupied by undead (see map 2.1). The characters can use the map to steer clear of these regions.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Plants Plants in the Outlands often grow to incredible size, produce remarkable flowers or fruit, and exhibit bizarre shapes and colors. Regions influenced by other planes are typically first
find a suitable place to call home. 2 A myconid sovereign has convinced a group of githzerai monks to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
group of historians and priests from the surrounding regions who hope to restore the flow of the holy River Athis. While exploring the pyramid, the characters must navigate a false tomb, a disorienting
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
group of historians and priests from the surrounding regions who hope to restore the flow of the holy River Athis. While exploring the pyramid, the characters must navigate a false tomb, a disorienting
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Plants Plants in the Outlands often grow to incredible size, produce remarkable flowers or fruit, and exhibit bizarre shapes and colors. Regions influenced by other planes are typically first
find a suitable place to call home. 2 A myconid sovereign has convinced a group of githzerai monks to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
afterlife in the pursuit of fame and treasure. But when you take your place as part of an Acquisitions Incorporated franchise, you become something more than a mere hero. As a member of an elite group
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
afterlife in the pursuit of fame and treasure. But when you take your place as part of an Acquisitions Incorporated franchise, you become something more than a mere hero. As a member of an elite group
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for protection from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for protection from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a new class, the artificer, that reflect the flavor of the world. It also presents group patrons, a new concept that adds a shared purpose to your party of adventurers. You can use this material in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert
you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it. If a character
designed to take 2 hours, the character reaches 3 checkpoints. Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a new class, the artificer, that reflect the flavor of the world. It also presents group patrons, a new concept that adds a shared purpose to your party of adventurers. You can use this material in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it. If a character
designed to take 2 hours, the character reaches 3 checkpoints. Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the player how long the task takes. Alternatively, you can call for a single ability check and use the result to determine how long it takes for the character to complete the task. Group Checks Group
checks are a tool you can use when the party is trying to accomplish something together and the most skilled characters can cover for characters who are less adept at the task. To make a group