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Returning 35 results for 'consisting ranging groups to have realm'.
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consisting rating ground to have reach
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consisting ranging group to have realm
Monsters
Bigby Presents: Glory of the Giants
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus
Monsters
Domains of Delight: A Feywild Accessory
following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.
A message consisting of no more than twenty-five characters, anchored at various points so it
Monsters
Bigby Presents: Glory of the Giants
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the
Magic Items
Tasha’s Cauldron of Everything
cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarokka deck. There these foul spirits dwell still, trapped within a nether-realm hidden
realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned
Monsters
Fizban's Treasury of Dragons
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin
Monsters
Fizban's Treasury of Dragons
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the
, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to track the influence of the Far Realm
Gith
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups
by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral Plane, they send raiders out
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
.
In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their
monsters
to whatever strange realm he dwells in as his defeated form is torn apart by unseen forces. Mythos creatures with a combined CR of up to 20 emerge from the pile of gore, occupying the nearest, empty
ritual said to call forth the Mythos deities includes a reference to Nyarlathotep, ranging from pleas for him to bring a cultist’s message to the gods to strident commands that he fulfill his role
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Ranger Subclasses
Rangers in Etharis are skilled and knowledgeable warriors. Ranging from master assassins and poison experts to stalwart guardians of the natural world and commanders of vast
armies of rodents and vermin, in many parts of the realm they are the last line of defense for the fading natural world.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
areas while the prisoners are here, each consisting of 1 dragonwing, 2 dragonclaws, and 1 guard drake. See appendix D for these creatures’ statistics. If the characters pass this way while the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross
paths. The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross
paths. The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
areas while the prisoners are here, each consisting of 1 dragonwing, 2 dragonclaws, and 1 guard drake. See appendix D for these creatures’ statistics. If the characters pass this way while the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Introduction: Beginning of the End Ranging from the planar metropolis of Sigil to the fringes of the Outlands, this Dungeons & Dragons adventure takes characters on a tour of remarkable realms, where
characters aren’t familiar with Sigil or traveling the planes. Use the details herein and in Sigil and the Outlands to help characters tour the City of Doors, the Outlands, and beyond. E.W. Hekaton Surreal wildernesses cover the Outlands, The realm at the hub of the Outer Planes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
commander (LE human veteran). The militia patrols in groups of at least ten, for their own protection more than anything. Larger groups of twenty or more usually include an officer. Unless you used
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
commander (LE human veteran). The militia patrols in groups of at least ten, for their own protection more than anything. Larger groups of twenty or more usually include an officer. Unless you used
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Introduction: Beginning of the End Ranging from the planar metropolis of Sigil to the fringes of the Outlands, this Dungeons & Dragons adventure takes characters on a tour of remarkable realms, where
characters aren’t familiar with Sigil or traveling the planes. Use the details herein and in Sigil and the Outlands to help characters tour the City of Doors, the Outlands, and beyond. E.W. Hekaton Surreal wildernesses cover the Outlands, The realm at the hub of the Outer Planes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
acquire. The gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a
Mordenkainen’s magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a Mordenkainen’s
Magnificent Mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia exists entirely within a demiplane under the sway of its vampire lord, Strahd
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
acquire. The gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a
Mordenkainen’s magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dance, ball games are a common pastime, ranging from ancient variations played with the hip to more contemporary kicking games. Wrestling evolved into its own form of theatrical entertainment: La
Lucha, where luchadores don colorful masks, adopt epic personas, and battle using acrobatic maneuvers. Faith and Festivals Worship is ingrained in city culture, and major religions have temples ranging
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
array of demiplanes, each stranger than the last. When descending into a chasm, you could find a labyrinth inhabited by demons or discover a realm consisting of the guts of a colossal living creature
Khyber In Khyber, you could… Fight mind flayers and armies of hideous aberrations. Discover a wondrous realm lit by an inner sun. Prevent a fiendish overlord from escaping its ancient prison. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dance, ball games are a common pastime, ranging from ancient variations played with the hip to more contemporary kicking games. Wrestling evolved into its own form of theatrical entertainment: La
Lucha, where luchadores don colorful masks, adopt epic personas, and battle using acrobatic maneuvers. Faith and Festivals Worship is ingrained in city culture, and major religions have temples ranging
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Encounters d100 Encounter 01–07 An empyrean ascends the staircase to a goodly realm. Flowers sprout from the steps behind it as it walks. The empyrean waves politely at the party. 08–14 A section
in dusk to confront the characters. 57–63 Inky tendrils writhe from a fleshy door to the Far Realm. Two githyanki warriors struggle to hold the door shut. They call out to the party for aid. 64–70 A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
array of demiplanes, each stranger than the last. When descending into a chasm, you could find a labyrinth inhabited by demons or discover a realm consisting of the guts of a colossal living creature
Khyber In Khyber, you could… Fight mind flayers and armies of hideous aberrations. Discover a wondrous realm lit by an inner sun. Prevent a fiendish overlord from escaping its ancient prison. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Encounters d100 Encounter 01–07 An empyrean ascends the staircase to a goodly realm. Flowers sprout from the steps behind it as it walks. The empyrean waves politely at the party. 08–14 A section
in dusk to confront the characters. 57–63 Inky tendrils writhe from a fleshy door to the Far Realm. Two githyanki warriors struggle to hold the door shut. They call out to the party for aid. 64–70 A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Now, they return to the subterranean realm at the head of a group of allies that might outnumber the adventurers four-to-one, depending on how many NPCs were recruited from the factions in Gauntlgrym
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Now, they return to the subterranean realm at the head of a group of allies that might outnumber the adventurers four-to-one, depending on how many NPCs were recruited from the factions in Gauntlgrym
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the