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Returning 35 results for 'conflicts wild relative'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no
splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Backgrounds
Guildmasters’ Guide to Ravnica
joined the Cult of Rakdos.
9
A distant relative is trying to recruit me into the Selesnya Conclave.
10
I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist — the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment
his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fate at Furygale The Furygale Repository, on the Prismari campus, is a storage facility where magical experiments are disposed of. Magic woven into the structure makes the interior a zone of wild
magic. Over time, these unpredictable magical forces break down the failed or ill-conceived student projects disposed of within. Because of its air of danger and relative isolation, the Furygale
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fate at Furygale The Furygale Repository, on the Prismari campus, is a storage facility where magical experiments are disposed of. Magic woven into the structure makes the interior a zone of wild
magic. Over time, these unpredictable magical forces break down the failed or ill-conceived student projects disposed of within. Because of its air of danger and relative isolation, the Furygale
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.
Although unable to speak in their own voices, kenku can perfectly mimic any
. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
rulebooks. Heroic Fantasy Conflicts. Heroic fantasy campaigns often revolve around delving into ancient dungeons in search of treasure or to destroy monsters or villains. Consider conflicts like these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
rulebooks. Heroic Fantasy Conflicts. Heroic fantasy campaigns often revolve around delving into ancient dungeons in search of treasure or to destroy monsters or villains. Consider conflicts like these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Intelligence scores or proficiency in Investigation. Warden. The Warden’s focus isn’t so much on the people of the nation, but on the land encompassed within its borders, both cultivated and wild. Sometimes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Intelligence scores or proficiency in Investigation. Warden. The Warden’s focus isn’t so much on the people of the nation, but on the land encompassed within its borders, both cultivated and wild. Sometimes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wild lands of the North can certainly oblige them. Or you might wish to have the journey pass in relative peace while the players coordinate franchise tasks left over from the previous episode. Luskan
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wild lands of the North can certainly oblige them. Or you might wish to have the journey pass in relative peace while the players coordinate franchise tasks left over from the previous episode. Luskan
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
commonplace, and true marvels are often wild in the extreme. No Single Truth. The multiverse makes room for everything, and beliefs manifest as fantastic creatures. Planescape adventures often pit
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent
conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
commonplace, and true marvels are often wild in the extreme. No Single Truth. The multiverse makes room for everything, and beliefs manifest as fantastic creatures. Planescape adventures often pit
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent
conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
considered mythical.
Avariel. The Aril’Tel’Quessir, or winged elves, were among the first to settle in Faerûn. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons
Sildëyuir near the Feywild. A conflict with the nilshai, a race of wormlike sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to Faerûn.
Wild Elves. These
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
considered mythical.
Avariel. The Aril’Tel’Quessir, or winged elves, were among the first to settle in Faerûn. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons
Sildëyuir near the Feywild. A conflict with the nilshai, a race of wormlike sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to Faerûn.
Wild Elves. These
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future. Bitter End used iron shears to cut off locks of Argantle’s hair. The
playing pieces, one made of shale and the other of chalk, are sculpted in the form of tiny korreds (cloven-hoofed creatures with wild beards and hair). If the characters have already visited
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future. Bitter End used iron shears to cut off locks of Argantle’s hair. The
playing pieces, one made of shale and the other of chalk, are sculpted in the form of tiny korreds (cloven-hoofed creatures with wild beards and hair). If the characters have already visited
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Behnie looks nothing like his name or monstrous reputation suggest, the Bloomridge kingpin being a tall, polished-looking gentleman in his early thirties. The name comes from his ferocious ego, wild
. Instead, her supposed relative welcomes guests, engaging them with sharp wit, hard liquor, political gossip, and political opportunities of “gray” legality. No one seem to know their host’s name
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
populations of many different species in relative peace with each other. Even the long-standing feud between Keoland and the Hold of the Sea Princes might be drawing to an end under the leadership of
inhabit the western part of the Dim Forest, the eastern part is wild and prowled by monsters, including green dragons. Hellfurnaces. The Hellfurnaces are a volcanically active extension of the Crystalmist
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Behnie looks nothing like his name or monstrous reputation suggest, the Bloomridge kingpin being a tall, polished-looking gentleman in his early thirties. The name comes from his ferocious ego, wild
. Instead, her supposed relative welcomes guests, engaging them with sharp wit, hard liquor, political gossip, and political opportunities of “gray” legality. No one seem to know their host’s name
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
populations of many different species in relative peace with each other. Even the long-standing feud between Keoland and the Hold of the Sea Princes might be drawing to an end under the leadership of
inhabit the western part of the Dim Forest, the eastern part is wild and prowled by monsters, including green dragons. Hellfurnaces. The Hellfurnaces are a volcanically active extension of the Crystalmist
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Behnie looks nothing like his name or monstrous reputation suggest, the Bloomridge kingpin being a tall, polished-looking gentleman in his early thirties. The name comes from his ferocious ego, wild
. Instead, her supposed relative welcomes guests, engaging them with sharp wit, hard liquor, political gossip, and political opportunities of “gray” legality. No one seem to know their host’s name
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Behnie looks nothing like his name or monstrous reputation suggest, the Bloomridge kingpin being a tall, polished-looking gentleman in his early thirties. The name comes from his ferocious ego, wild
. Instead, her supposed relative welcomes guests, engaging them with sharp wit, hard liquor, political gossip, and political opportunities of “gray” legality. No one seem to know their host’s name
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to find a peaceful resolution to their conflicts. It’s one of the safest days in the city. The Tain Gala (First Far of each month). The ir’Tains are the richest and most powerful family in Sharn. Each
it as a time to cast aside all inhibitions. The streets fill with raucous revelry and wild celebrations stretch into the night… though riots, brawls, and other crimes are all too common on Wildnight
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to find a peaceful resolution to their conflicts. It’s one of the safest days in the city. The Tain Gala (First Far of each month). The ir’Tains are the richest and most powerful family in Sharn. Each
it as a time to cast aside all inhibitions. The streets fill with raucous revelry and wild celebrations stretch into the night… though riots, brawls, and other crimes are all too common on Wildnight
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
known as the Thousand-Year War. Dragons had lived in and around Ostoria in relative peace since the empire’s foundation. Conflicts between dragons and giants in those days were personal, not tribal or