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Returning 35 results for 'conquered replaces goblins to have require'.
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conquered replaced goblins to have requires
conquered replace goblins to have requires
conquer replaced goblins to have require
conquered replaced goblins to have required
conquered replace goblins to have required
Monsters
Phandelver and Below: The Shattered Obelisk
conquered by mind flayers, and the goblins there were exposed to the illithids’ strange powers, leading a subset of the goblins to develop unusual psionic powers. The mind flayers eventually left
, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins’ descendants possess psionic powers, as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits
that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
peoples—goblin;goblins, hobgoblin;hobgoblins, and bugbear;bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then
Monsters
Mordenkainen Presents: Monsters of the Multiverse
peoples—goblin;goblins, hobgoblin;hobgoblins, and bugbear;bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined
Nilbog
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
damage to 0 and regains 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Reversal of Fortune"} hit points.When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive
as a harsh overseer who would keep the goblins under heel. But the goblins’ pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by
races
Mordenkainen Presents: Monsters of the Multiverse
A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids
Dwarf
Legacy
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Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
. 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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Goblin A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served
in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Centuries ago, the outpost was conquered by mind flayers, and the goblins there were exposed to the illithids’ strange powers, leading a subset of the goblins to develop unusual psionic powers. The
The Goblins’ Story The goblins at the heart of this chapter’s adventure are part of an enclave whose ancestors have inhabited an abandoned duergar mining outpost called Zorzula’s Rest for generations
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoids: The Conquering Host Maglubiyet is truly the Conquering God. He stiffens the spines of cowardly goblins. He rouses bugbears from their lazy slumber. He sets the thunderous step of
and conquered all who stood before him, mortals and deities alike. Gods and heroes who wouldn’t bend to his will were broken and discarded. He put his foot on the neck of mighty Khurgorbaeyag, bound
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Maglubiyet’s Will Be Done When Maglubiyet conquered the goblins’ gods, he taught the goblins to fear his cruelty. They bowed in sniveling obeisance to him and then turned their impotent wrath upon
others, becoming petty tyrants. When Maglubiyet conquered the bugbears’ gods, he taught the bugbears the practicality of cold brutality. When Maglubiyet conquered the hobgoblins’ gods, he knew he had to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure, the character is affected by
, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it’s harder to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
instead, skip to the “Vanthampur Villa” section. Having conquered the Dungeon of the Dead Three, the characters should advance to 3rd level before they head off to the Low Lantern or Vanthampur Villa
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Nilbog When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins’ pantheon included a
form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblins Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning
and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids. Beast Masters and Slave Drivers Goblins
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Nilbog When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form
as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
15 to 30 feet. Due to the rubble, the ground around the pit counts as difficult terrain. Four Daask goblins guard this area and rely on darkvision to see. They hide in the pit when the characters
arrive then leap out to attack. A successful Wisdom (Perception) check contested by the goblins’ Dexterity (Stealth) check notices the goblins. Otherwise the goblins surprise the characters. The goblins
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
trying to summon the courage to peek around the corner and see what the goblins are up to. They are weighing the odds of being able to survive a fight if they are spotted.
Dilly is missing a boot and
bowl to the goblins for 50 GP, there were only three goblins, but there may be more now.
Giving Clues when Roleplaying
Dilly the bandit was injured by the giant wolf spiders. The players may have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Attack on Goldenfields Guh, the self-styled chief of the hill giants, has driven off her female rivals and conquered their husbands. Now, she tasks her mates with collecting food for her voracious
, stumbled upon a gang of bugbears and goblins. The goblinoids told Lob and Ogg about a large farm on the far side of the Dessarin River. It occurred to the hill giants that they should attack it. So, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
for a few bugbears. Goblin Hovels. The camp’s goblins settle wherever their hobgoblin commanders tell them to. Their quarters usually surround the areas where slaves and beasts. The typical goblin
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others.
Shoving a Creature Using the Attack action, you can make a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Contests in Combat Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action
action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, fly, fog cloud, gust of wind, lightning bolt
GOBLINOIDS OF THE FEYWILD
The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there
until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open. There aren’t enough people in Krezk to adequately defend its outer wall. Every
Krezk at the foot of the abbey after Strahd’s armies conquered the valley. Dmitri is a lord and expects to be treated like one. He places the safety of his village above the welfare of strangers. He
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
leads into the side passage.
The side passage leads to the lair of some grells. The grells ambushed the rear of the goblin party escorting the kidnap victims, killing four goblins and pulling three
into a chasm fifteen feet wide and thirty feet deep. Faint sounds of sobbing echo from the chasm’s south side.
The chasm walls are sheer and require a successful DC 12 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(2d6 + 4) bludgeoning damage on a hit. Its thick chains require a successful DC 30 Strength (Athletics) check to break, or they can be attacked. The chains have AC 19, 30 hit points, resistance to fire
giant spiders on the web roof. The contents of the pen are as follows: Goblins. Twelve armed but weary-looking goblins are gnawing on bones and resting on straw pallets.
Refuse. The pen is littered
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
once per day, you can require a character not from the Shadowfell to make a DC 10 Wisdom saving throw. On a failed save, the character is affected by despair. Roll on the Shadowfell Despair table to
a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a Long Rest, a character can attempt to overcome the despair
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and their goblinoid thralls, the adventurers might try to incite the goblins
— or even doors that require hands to open — can restrict the movement of some creatures. If all the doors in a dungeon are closed, the players might wonder how the carrion crawlers or stirges they
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Use the spirit to communicate as much useful information as you want; ideally, the characters should learn at least one fact that might help them in a future encounter. The goblins require one
if they rid her of the kite without causing her to age. Roll on the Feywild Trinkets table in the introduction to determine the trinket. Goblin Procession Eight goblins (neutral) shuffle into view
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
require you to roll on the table to determine what random trinkets the characters find in key locations. Feywild Trinkets d100 Trinket 01 Cookie cutter shaped like a unicorn 02 Two yew rings linked
thread 17 Sheet of music that goblins find upsetting when they hear it played or sung 18 Rotten ogre’s tooth with the Elvish glyph for “moon” etched into it 19 Vitrified eye of a displacer beast 20 Tiny
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to use humanoids as thralls, since they have a good balance of physical attributes and proper anatomy. Animals, in contrast, require a lot of direct oversight and lack the ability to use tools to help
the most desperate colonies bother using goblins, kobolds, gnomes, and other small humanoids for anything except food. Small humanoids do make a good food source because they tend to gather in large
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the Story Tracker indicates that the unicorn horn is here, it replaces the wooden horn on the kids’ unicorn costume. The children don’t know that the horn is from a real unicorn. Squirt the Oilcan
Squirt move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. d4 Encounter 1 1d2 moon elf commoners 2 1d3 shield dwarf commoners 3 1d4 human commoners 4 1d6 goblins Fungi Roll a d6 and consult the table to determine what kinds of fungi the characters
Breath feature, and replaces its Underwater Camouflage feature with the following feature: Camouflage. The octopus has advantage on Dexterity (Stealth) checks.
Mad Creature The party encounters a