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Returning 30 results for 'consisting raids gaining to have rarest'.
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represents burgeoning life unburdened by the demands of ethics, laws, or society. Her worshippers exist in isolated enclaves, largely consisting of families, isolated villagers, or exiles who renounce the
rely on culling the weak among their own numbers. The community seeks outsiders. Brutal and vicious cults rely on raids, but more cunning ones lure strangers to their lands with promises of food and
Druid
Legacy
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Classes
Basic Rules (2014)
nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force
aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids&rsquo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this effort by two cloakers from the conclave on level 5, which hope to turn this level into a hunting ground. After gaining entry through an umber hulk tunnel that leads down from level 5, the raiders
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this effort by two cloakers from the conclave on level 5, which hope to turn this level into a hunting ground. After gaining entry through an umber hulk tunnel that leads down from level 5, the raiders
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
increasingly aggressive dragon activity. The characters are asked to investigate a devastating series of raids in the Misty Forest, leading to Neronvain in “Chapters 11 and 12: Death to the Wyrmspeakers
to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
increasingly aggressive dragon activity. The characters are asked to investigate a devastating series of raids in the Misty Forest, leading to Neronvain in “Chapters 11 and 12: Death to the Wyrmspeakers
to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
carrying troops and the spoils of their raids. Their wizards’ divination magic seeks out great treasures. Under the guidance of Vlaakith, the supreme leaders organize raiding parties and dispatch them to
return with the spoils of war. The githyanki sky ships attack from above in the dead of night, gaining an instant advantage since communities on the surface rarely offer strong defenses against
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
carrying troops and the spoils of their raids. Their wizards’ divination magic seeks out great treasures. Under the guidance of Vlaakith, the supreme leaders organize raiding parties and dispatch them to
return with the spoils of war. The githyanki sky ships attack from above in the dead of night, gaining an instant advantage since communities on the surface rarely offer strong defenses against
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
enclosed sleeping area is a shrine to Gruumsh consisting of a crude stone effigy of He Who Watches, surrounded by bloody offerings. Caves for Followers of Luthic Orcs who worship Luthic are
sequestered in a cavern off the main chamber, where they protect the young and supervise food stores. These orcs take control of prisoners brought back from raids, using them as slave labor to dig out new
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
enclosed sleeping area is a shrine to Gruumsh consisting of a crude stone effigy of He Who Watches, surrounded by bloody offerings. Caves for Followers of Luthic Orcs who worship Luthic are
sequestered in a cavern off the main chamber, where they protect the young and supervise food stores. These orcs take control of prisoners brought back from raids, using them as slave labor to dig out new
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
becomes a labyrinthine maze designed to prevent attackers or visitors from gaining access to the queen. Vlaakith’s throne room, a gargantuan hall supported by obsidian pillars, sits at the center of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
becomes a labyrinthine maze designed to prevent attackers or visitors from gaining access to the queen. Vlaakith’s throne room, a gargantuan hall supported by obsidian pillars, sits at the center of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
economic prosperity, Tradegate has become the target of raids, the worst of which is a recurring group of treasure-hungry xorn. Periodically, the voracious Elementals surface in the town, destroying
produces its currency. Run by a board of trustees consisting mainly of financially inclined dwarves, the mint is a cobalt fortress where traders can exchange virtually anything for its worth in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
economic prosperity, Tradegate has become the target of raids, the worst of which is a recurring group of treasure-hungry xorn. Periodically, the voracious Elementals surface in the town, destroying
produces its currency. Run by a board of trustees consisting mainly of financially inclined dwarves, the mint is a cobalt fortress where traders can exchange virtually anything for its worth in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a force consisting of twenty uninjured orcs and an uninjured orc Eye of Gruumsh named Norgra One-Eye. Norgra is Gurrash’s lieutenant and assumes command if the war chief dies. The orcs have no gear
lose more than half their number without gaining a foothold in the village, the survivors flee into the surrounding hills. Once the orcs are defeated, the characters can advance to 3rd level and head
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a force consisting of twenty uninjured orcs and an uninjured orc Eye of Gruumsh named Norgra One-Eye. Norgra is Gurrash’s lieutenant and assumes command if the war chief dies. The orcs have no gear
lose more than half their number without gaining a foothold in the village, the survivors flee into the surrounding hills. Once the orcs are defeated, the characters can advance to 3rd level and head
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
order to free up the post for one of her rivals within the city. It is conflicts and schemes such as this that keep Yartar from gaining prominence in the North. If the town can overcome its internal
Shields of Yartar, a mounted force of guards who police the town, keep order, and chase off the Uthgardt raids that occasionally menace the lands nearby. The Shields are housed in the Shield Tower, a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
order to free up the post for one of her rivals within the city. It is conflicts and schemes such as this that keep Yartar from gaining prominence in the North. If the town can overcome its internal
Shields of Yartar, a mounted force of guards who police the town, keep order, and chase off the Uthgardt raids that occasionally menace the lands nearby. The Shields are housed in the Shield Tower, a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. The satchel contains some valuable items (see “Treasure” below). Development. The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining surprise if
adorns the door.
Trap. The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under 100 or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. The satchel contains some valuable items (see “Treasure” below). Development. The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining surprise if
adorns the door.
Trap. The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under 100 or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Perception) check to notice the swarms hiding in the webs. One swarm drops on the first character to come into the room, gaining surprise if the character is unaware of it. The other swarm lurks on the
.” Wrapped in padlocked chains in that corner is a creature consisting of five mechanical arms, like those of a starfish, and which stands on five spindly mechanical legs.
Creature. The mechachimera
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Perception) check to notice the swarms hiding in the webs. One swarm drops on the first character to come into the room, gaining surprise if the character is unaware of it. The other swarm lurks on the
.” Wrapped in padlocked chains in that corner is a creature consisting of five mechanical arms, like those of a starfish, and which stands on five spindly mechanical legs.
Creature. The mechachimera
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
from the south, but they pay little attention to anyone heading in that direction. Gaining Passage. Visitors from the south must form the hand-sign for the fire cult (hands cupped together upright, with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
from the south, but they pay little attention to anyone heading in that direction. Gaining Passage. Visitors from the south must form the hand-sign for the fire cult (hands cupped together upright, with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this cave after being driven out of area F9. The rust monster is heavily obscured by the mist and makes a surprise attack against a creature that falls into the pit, gaining advantage on its attack
various raids on the surface. He regards the tribe’s treasure as his own. Two wooden chests contain 2,300 cp, 1,250 sp, and 290 gp. In addition, Drexa wears a heavy gold chain worth 200 gp. F8. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
15 Wisdom (Perception) check. Developments. The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the
east and west; a narrower opening leads south. In the southeast corner is an old well full of murky water.
The cavern is full of plunder from the orcs’ raids through the surrounding area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
15 Wisdom (Perception) check. Developments. The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the
east and west; a narrower opening leads south. In the southeast corner is an old well full of murky water.
The cavern is full of plunder from the orcs’ raids through the surrounding area
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this cave after being driven out of area F9. The rust monster is heavily obscured by the mist and makes a surprise attack against a creature that falls into the pit, gaining advantage on its attack
various raids on the surface. He regards the tribe’s treasure as his own. Two wooden chests contain 2,300 cp, 1,250 sp, and 290 gp. In addition, Drexa wears a heavy gold chain worth 200 gp. F8. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
surrounding Grandfather Tree. Characters who venture into the forest on foot in search of the tree should encounter one or more patrols, each consisting of 3d6 Tree Ghost tribal warriors and an Uthgardt
. High rock walls enclose Gundbarg’s harbor, which contains the King’s Fleet, consisting of nearly two hundred longships. Hawk’s Nest Hawk’s Nest is a fortified settlement that overlooks Silverymoon
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
ancient curses. Almost universally, folk of these heritages are fated to make their way alone through a troubled and dangerous world.
Accursed The accursed are the rarest and least understood of all
-stricken regions, gaining a measure of respect—or even admiration—from those able to see beyond their tragic origins. However, even wechselkind who are accepted among other folk often remain wary, fearing