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Returning 35 results for 'continuing resides great to have rangers'.
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continuing reside great to have ranges
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization.
Baphomet wields a great glaive called Heartcleaver. He sometimes
Monsters
Fizban's Treasury of Dragons
features:
Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair.
Great Hall. The emerald dragon resides in a grand rectangular hall near the center of the
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
had subsided, the dragon moved in.
The lair has the following features:
Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair.
Great Hall. The emerald
dragon resides in a grand rectangular hall near the center of the vaults, keeping one eye on the hallway leading to the flooded stairwell, never quite trusting that some covetous intruder won’t
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
.]
3
I’m as stubborn as a batterboar.
4
I’m so convinced of my superiority over soft, civilized people that I’ll take great risks to prove it.
5
I’m easily
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
Continuing or Episodic Campaigns The backbone of a campaign is a connected series of adventures, but you can connect them in two different ways. In a continuing campaign, the connected adventures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
Continuing or Episodic Campaigns The backbone of a campaign is a connected series of adventures, but you can connect them in two different ways. In a continuing campaign, the connected adventures
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rangers Montolio held out his arm, and the great owl promptly hopped onto it, carefully finding its footing on the man’s heavy leather sleeve.
“You have seen the drow?” Montolio asked.
The owl
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rangers Montolio held out his arm, and the great owl promptly hopped onto it, carefully finding its footing on the man’s heavy leather sleeve.
“You have seen the drow?” Montolio asked.
The owl
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
people of the Dessarin Valley. While the characters are busy smashing one temple, the other three cults can do great harm in the area. Between expeditions to Tyar-Besil, the characters would be well
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
people of the Dessarin Valley. While the characters are busy smashing one temple, the other three cults can do great harm in the area. Between expeditions to Tyar-Besil, the characters would be well
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mausoleum of Chronepsis The sands of time trickle in the Mausoleum of Chronepsis, a once-great city from the age of dragons that has long fallen to ruin. Here, surrounded by hundreds of hourglasses
in a vast cavern beneath the dilapidated city resides Chronepsis, the dragon deity of time and fate. Chronepsis typically manifests as an ancient time dragon (see Morte’s Planar Parade), though he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mausoleum of Chronepsis The sands of time trickle in the Mausoleum of Chronepsis, a once-great city from the age of dragons that has long fallen to ruin. Here, surrounded by hundreds of hourglasses
in a vast cavern beneath the dilapidated city resides Chronepsis, the dragon deity of time and fate. Chronepsis typically manifests as an ancient time dragon (see Morte’s Planar Parade), though he
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
great unknown.
NISHREK AND THE ETERNAL WAR
Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield — specifically the layer of Nishrek
strongholds, and then decorated with uniquely orcish accessories.
A war wagon is a source of great pride for a war chief, comparable to a human army’s banner or flag. Many are clad in armor and
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
great riches as easily as she can turn them to cinders. Great care must be taken in petitioning the Red Queen. Blood and fire druids are among her worshipers, the most ardent of whom burn sentient
can be summoned. Rangers who stalk the gloom or deal in poisons may petition Ilhara for aid. She is of particular importance to the spies of Clan Morgöng in Valika. Gormadraug Primordial of All
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
tribes of shifters and circles of druids and rangers roam the woods. These are the Eldeen Reaches. Druids and shifters have dwelt in the Towering Woods for thousands of years, but the eastern farmlands of
Wood maintain order and settle disputes, and the Great Druid Oalian—an awakened greatpine—is the spiritual leader of the Reaches.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
tribes of shifters and circles of druids and rangers roam the woods. These are the Eldeen Reaches. Druids and shifters have dwelt in the Towering Woods for thousands of years, but the eastern farmlands of
Wood maintain order and settle disputes, and the Great Druid Oalian—an awakened greatpine—is the spiritual leader of the Reaches.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Elemental Plane. Once acquired, one must spend a great deal of time contemplating and understanding the spark to unlock its full potential. The process of attaining elemental mastery is dangerous. The
slightest slip in control can cause devastation on a massive scale. Such facts are why isolated individuals like Druids, Monks, or Rangers are most likely to see the Transformation through to its end
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shifters and circles of druids and rangers roam through the woods. These are the Eldeen Reaches. Druids and shifters dwelled in the Towering Wood for thousands of years, but the eastern farmlands of the
community has a druidic advisor who helps with planning and planting. The Towering Wood is also home to tribes of shifters, who maintain a nomadic existence. The Wardens of the Wood uphold order and settle disputes, and the Great Druid Oalian—an awakened greatpine—is the spiritual leader of the Reaches.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shifters and circles of druids and rangers roam through the woods. These are the Eldeen Reaches. Druids and shifters dwelled in the Towering Wood for thousands of years, but the eastern farmlands of the
community has a druidic advisor who helps with planning and planting. The Towering Wood is also home to tribes of shifters, who maintain a nomadic existence. The Wardens of the Wood uphold order and settle disputes, and the Great Druid Oalian—an awakened greatpine—is the spiritual leader of the Reaches.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
treasures as you see fit, with an eye towards your home campaign and your particular players. If time permits, the giants organize traps, ambushes, and last-ditch defenses against continuing forays into
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
treasures as you see fit, with an eye towards your home campaign and your particular players. If time permits, the giants organize traps, ambushes, and last-ditch defenses against continuing forays into
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
folk hero, entertainer, or charlatan. You could even be an urchin who was stranded in a great city and adapted to life there. Surrounded by Spirits. Fey, fiends, and the ghosts of ancestors, these are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
folk hero, entertainer, or charlatan. You could even be an urchin who was stranded in a great city and adapted to life there. Surrounded by Spirits. Fey, fiends, and the ghosts of ancestors, these are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
urchin who was stranded in a great city at a young age and adapted to hunting in this stone jungle. Surrounded by Spirits. Fey, fiends, the ghosts of ancestors; these are all part of the spirit world
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
urchin who was stranded in a great city at a young age and adapted to hunting in this stone jungle. Surrounded by Spirits. Fey, fiends, the ghosts of ancestors; these are all part of the spirit world
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, there is no better choice than a member of the order. Druids, rangers, and barbarians make up most of the Emerald Enclave, but any character with a strong affinity for nature can find a place in the order
Turlang who resides in the High Forest. With Delaan’s support, many treants will join the fight against Tiamat.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, there is no better choice than a member of the order. Druids, rangers, and barbarians make up most of the Emerald Enclave, but any character with a strong affinity for nature can find a place in the order
Turlang who resides in the High Forest. With Delaan’s support, many treants will join the fight against Tiamat.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the orcs of the region. In her studies of the Prophecy, Vvaraak had foreseen a great threat that could be stopped only by the younger races. So she taught the orcs the secret language of the natural
Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
has the following features: Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair. Great Hall. The emerald dragon resides in a grand rectangular hall near
finest treasures in a smaller chamber just above the great hall on the map. Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and
pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the “great” elven kingdoms were responsible for many equally great mistakes. They look upon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
Emerald Enclave has spread across much of Faerûn. Its members include druids, rangers, barbarians, and others who live in the wilderness and know and respect its ways. They wear an article of emerald green
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
Emerald Enclave has spread across much of Faerûn. Its members include druids, rangers, barbarians, and others who live in the wilderness and know and respect its ways. They wear an article of emerald green