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Returning 34 results for 'conquered related granting to have refer'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.Masters of their innate illusory powers, irda
philosophies of other deities. Those irda who don’t serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions.
Distantly related to oni, ogre
Magic Items
Acquisitions Incorporated
reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel
Wisdom (Perception) check and search your cartographer’s map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent
Monsters
Icewind Dale: Rime of the Frostmaiden
. Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
cluster of allied city-states. Conquered neighbors were allowed to keep their leaders and culture so long as they paid tribute, swore allegiance to the victors, and incorporated their conquerors
some of their conquered enemies finally loosened the yuan-ti’s hold over nearby lands. The serpent people withdrew to their fortified cities and underground temples, ceding the rest of their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Layers of the Outer Planes Most of the Outer Planes include a number of distinct environments or realms. These realms are often imagined and depicted as a stack of related parts of the same plane, so
travelers refer to them as layers. For example, Mount Celestia resembles a seven-tiered layer cake, the Nine Hells has nine layers, and the Abyss has a seemingly endless number of layers. Most
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, wheeling corpses to embalming chambers or to the crematorium. The Heralds of Dust treat the dead with reverence and dignity, granting them last rites in accordance with the beliefs of the deceased
Outlands for details on the Mortuary. Multiversal Glitch The Mortuary is a dangerous place for 3rd-level characters. If a character dies, refer to the “Running Glitch Characters” section in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Consider granting Advantage when... Circumstances not related to a creature’s own capabilities provide it with an edge. Some aspect of the environment improves the character’s chance of success. A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Barovians refer to him as “the devil Strahd.” Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana. (The Vistani don’t know what happened to her
about Barovia and Barovians: Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. Barovians are
Compendium
- Sources->Dungeons & Dragons->Monster Manual
categorization and have no rules of their own, but certain game effects might refer to them. Lists of monster groups related by descriptive tags appear in appendix B.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures. As the characters encounter evidence of Bluetspur’s mind flayers, consider giving individuals access to information they shouldn’t logically possess or granting them advantage on rolls related
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
, granting it a flying speed of 30 feet.
31–35 The target’s ears tear free from its head and scurry away; the target is deafened.
36–40 Two of the target’s teeth turn into tusks.
41–45
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
edge, between the vale proper and the northern Ice Spires, and another fed by the lakes on its southern edge. Originally the home of giant clans and ragtag barbarian tribespeople related to the
Uthgardt, Hartsvale was conquered by the hero Hartkiller. He was a giant who had ventured into the lands to the south and learned of their ways. When he came to Hartsvale, he rallied the human tribes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage as a result. Consider granting advantage when… Circumstances not related to a creature’s inherent capabilities provide it with an edge. Some aspect of the environment contributes to the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the poisoned condition and resistance to poison damage. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework. Their attacks with picks or hammers are treated as a
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
; (surnames) Archer, Gareth, Leed, Kendrick, Morgan, Waters Gur Related to the Rashemi, Gurs are stout, dusky-skinned, and dark-haired. They consider themselves “children of Selûne,” and most of them
revere the moon goddess. Gur communities live a nomadic existence wandering the Western Heartlands, leading others to refer to them as “the people of the highway.” Gur Names: (Male) Boriv, Gardar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fiercely loyal to Acererak. His passion for learning followed him into undeath, granting him a rare chance to study for eternity. The walls of his office are covered in papers on natural history and
flesh out the journals further, refer to the “History of Omu” section in chapter 3 and “History of the Tomb” earlier in this chapter. Treasure Withers has enough equipment on his desk to assemble a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
throughout this book typically refer to “the Giant language” or “Giant runes,” so there should be no confusion between the language and the creature type.
Other Giants The other creatures of the
them a distant and distorted connection to Annam. Oni are often said to be distantly related to ogres, but at this point they are more fiendish than Giant. Cyclopes. Contradictory legends explain the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns
something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Coupleofkooks Layers of the Outer Planes Most Outer Planes include a number of distinct realms. These environments are often imagined as a stack of related parts of the same plane, so travelers refer to
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions. Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges
targeted by an attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hovel is a round tent where related goblins sleep. In a permanent camp, these hovels often take the form of wattle-and-daub huts. Hobgoblin Barracks. Not surprisingly, hobgoblins have the most spacious
of conquered foes and goblinoids that neglect their duties. In a temporary camp, the block might be a simple slab of wood or stone laid on a hastily heaped-up pile of dirt. In a permanent garrison
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
cartographer’s map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you
find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the mountain, but none of them are large enough to allow entry. Map 4.1 depicts a cross-section of the mountain, showing the lava pool and the shaft of the geyser. The numbers refer to key areas inside
of the D&D game.
Schick related in the 2013 compilation Dungeons of Dread that he wrote the adventure as a way of persuading Gary Gygax to hire him as a game designer.
THE LEGEND OF KERAPTIS
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less
certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
business. These subordinates might be related to the dragon (younger dragons or perhaps half-dragons), or simply employees who have proven trustworthy and resourceful. Companion Dragons sometimes
lieutenants—which might include younger dragons or half-dragons related to the boss—might hold responsibility over particular segments of the criminal enterprise. Emperor Rather than existing on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
other campaigns, impersonal forces of nature or magic replace the gods by granting power to mortals attuned to them. Just as druids and rangers can gain their spell ability from the force of nature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting
related to gems or gem-encrusted items. Investigation. When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold. Identify Gems. You can identify
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that
cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
no clues related to the ghost in this room. To regain its identity, the ghost must hear its full name: Chanelle Hallwinter. If a character speaks this name aloud within 20 feet of the ghost, the
chamber (area N15). Zalryr aims to “draw secrets from the depths of the mortal soul.” Cult Worship. The cultists all serve Vecna, whom they refer to as the Whispered One. Delvin’s Fate. Zalryr uncovered
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
disturbs the mycelium; roll a d6 and refer to the Mycelium Effects table. Fungus creatures and those that have been infected with saprophytic plague are immune to these effects and are not targeted by
character who takes the time to study the murals and succeeds on a DC 20 Intelligence (Religion) check uncovers subtle symbology related to the worship of Zuggtmoy. A character who succeeds on this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Silver Marches to a horde of orcs aided by an ancient white dragon named Arauthator. It was then conquered by drow until they too were forced to abandon it. Today, Nesmé lies in ruins, and monsters from
halfling cottages and farmsteads have sprung up on both sides of the trail, and the humble rural folk who live here refer to themselves as Northfurrowers. Olostin’s Hold A fortified keep stands on the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Black Road through Anauroch, they conquered Llorkh, using it as a foothold in the North. The Zhentarim also laid claim to the gold and silver mines in the nearby hills and utterly depleted them, all
magical side effect: river trout attempting to swim under the bridge are propelled over it instead, which is why locals refer to it as the Flying Fish Bridge. People crossing the bridge are occasionally
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
). If the guard gets away, refer to the “Development” section in area 3. 3. Barracks The lizardfolk here likely join the guards in area 2 during any disturbance. If they are not alerted, the four of them
strategy of forging an alliance against the sahuagin was devised. He arranged for the purchase of the weapons the Sea Ghost has been transporting (as related in The Sinister Secret of Saltmarsh). His