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Returning 35 results for 'corner reasons guardians to have race'.
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Equipment
transports. Explorers and pirates like them because they’re fast and sturdy. Military leaders use them as command ships for the same reasons.
Damselfly ship owners are a proud lot, fond of painting
off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.
Monsters
Mythic Odysseys of Theros
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Fire, Poison
Backgrounds
Sword Coast Adventurer's Guide
good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which
number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options
races
Mordenkainen Presents: Monsters of the Multiverse
and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar
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
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
devotion to other gods.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Other Groups Representatives of various organizations have their own reasons for exploring the Mists and might be encountered in multiple domains. Church of Ezra Pious souls in various domains pray
the Shadowlands (detailed in “Other Domains of Dread”) in search of evil to vanquish. Bold and proud, many members of the Circle inadvertently race toward dramatic tragedies. The more successful
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
consider the implications for their world before adding a new race. Your DM may say yes or no to you using a race or may modifiy it in some way. The following races are detailed in this chapter: Aasimar
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to
history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-finished clockwork inventions, and the air is thick with the smell of grease. Hundreds of books line every available inch of shelf space, and a tiny bed, likewise covered with books, stands in a corner of
philanthropists in the Styes, and he strives constantly to focus his research on caring for the local poor. Refrum uses the statistics of a male human priest, with these changes: Refrum is lawful good. His AC is 10, and he is unarmed. He has the speak with dead spell prepared instead of spirit guardians.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures. Lineages. Consider an origin that ties you to a grim progenitor or inexplicable experience. Lineages can serve as your character’s race or overshadow your previous race. Dark Gifts. Determine
also explore how mystery might drive your character. Horror Trinkets. Learn what creepy curio inspires or haunts your adventures. Monster hunters Gennifer and Laurie Weathermay- Foxgrove
corner the werewolf Natalia Vhorishkova
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
overview map of the Underdark in chapter 2). Characters accompanied by Zhentarim guides approach Mantol-Derith via a subterranean rift. A narrow trail winds up the side of the rift, ending at a secret door in the northwest corner of the trade hub (area 1a).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
corner. This Construct doesn’t have a control amulet and can’t be controlled like other shield guardians; it attacks any creature that enters the room without displaying a key card. It has the Confusion
spell stored.
A secret door in an alcove in this room’s northeast corner leads to area 17.
Treasure. A set of smith’s tools can be assembled from the lab equipment. On the shelves is a total of 30
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
War Priest War Priest
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
16(+3)
DEX
10(+0)
CON
14(+2)
INT
, prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
and pirates like them because they’re fast and sturdy. Military leaders use them as command ships for the same reasons. Damselfly ship owners are a proud lot, fond of painting their ships in colorful
race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights. Damselfly Ship Summary Armor Class: 19 (metal) Cargo: 5 tons Hit Points: 200 Crew: 9 Damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Alabaster Racetrack Sleek white pillars surround what looks like a racetrack. The stands bustle with patrons, all eager to bet on the impending race.
This arena hosts nightmare racing. Audience
members can place bets, earning a payout depending on which steeds place in the top two of a given race. Up to six nightmares race at any given time; those who bet on the first-place steed receive triple
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Cataclysm, migrating refugees communicated using Common, and today it’s spoken in every corner of the continent. Nevertheless, the local languages of most lands still flourish, and Common is used
primarily in markets and in dealings with travelers. With the DM’s approval, players can exchange a language granted by their characters’ race for a different language from the Standard Languages of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Shape of the District The heart of Callestan is the plaza called the Bridge. This central square serves as an open market and speaker’s corner. It’s not on a bridge; rather, the center of the
goblins, kobolds, and gnolls have taken up residence in a block of condemned tenements known as the Kennels. Aside from this, Callestan is incredibly diverse, and members of any race can be found
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. You can roll on the Relationship table to determine how your family members or other important figures in your life feel about you. You can also use the Race, Occupation, and Alignment tables to
learn more about the family members or guardians who raised you. Family d100 Family 01 None 02 Institution, such as an asylum 03 Temple 04–05 Orphanage 06–07 Guardian 08–15 Paternal or maternal aunt
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Race to Destruction After the characters despoil the third shrine in the Temple of Elemental Evil, the remaining cult sends a powerful force with a devastation orb from the Fane of the Eye (see
, and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forget that the Guardians of the Gate have a civilian branch that handles administrative issues and special customs investigations. Tethyn Olar has led that arm of the Sharn Watch for more than a decade
. Captain Daja Brel is a female human who commands the Guardians of the Gate. Daja firmly believes that the Guardians are all that stands between order and chaos in Sharn, and she acts with unbridled
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
she alters her features anyway, taking the form of an old man as she moves around the corner.
Eberron can be home to any of the creatures found across the multiverse of Dungeons & Dragons. Humans
plane of dreams, imbued with wisdom and telepathic talent. Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time. A diverse race shaped by the beasts
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even the least of their people can work magic. Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with
distant parts of Faerûn. Those who leave behind Mulhorand’s sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to the gas, 1d4 guardians of Gorm (see appendix B) eventually discover them and deliver them to the faction’s leader in area B12. Cylinders. The three cylinders in this area are the hollow bases of the
stretches toward a toppled leather pouch just out of reach. Glittering, blue gemstones have spilled from the bag onto the dusty floor.
A dishonest member of the Guardians of Gorm stole riches from the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the church for reasons that will quickly become obvious. The following areas correspond to labels on the map of the church below. Map 3.2: ChurchView Player Version E5a. Hall The doors open to reveal
in the ceiling of this moldy room, which contains a few broken roof shingles amid puddles of water. In one corner, set into the floor, is a heavy wooden trapdoor held shut with a chain and a padlock
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
at the end of this chapter). Fire Cult Raiders. The fire cult sends out raiders that include 2d6 Eternal Flame guardians and an Eternal Flame priest. See chapter 7 for the cultists’ statistics. Fire
Cult War Band. A war band of the fire cult consists of 1d6 Eternal Flame guardians, an Eternal Flame priest, and 1d3 hell hounds. See chapter 7 for the cultists’ statistics. Homestead. The party
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is
Golgari warrens. These creatures, often associated with decay and rebirth, are prized by the guild. Giant bugs serve as beasts of burden, companions, steeds, and guardians. Among the largest of these
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
arranged. Other furniture includes a cabinet full of glass decanters and wine goblets, and a six-foot-tall gilded harp standing in the northwest corner. A staircase in the northeast corner ascends to the
for different reasons (see area C12 for details). A hag stole Heluthe’s corpse a few years ago and replaced it with a scarecrow and two crawling claws that try to murder anyone who releases them. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
enter an area containing a skeleton key, it might be standing in the middle of the room, standing in a corner, walking across the ceiling, or clinging to a wall. A skeleton key’s primary goal is to avoid
of night hags nurses the atropal to its apotheosis. See area 71 and “The Sewn Sisters” sidebar near that section for more information on the hags. Tomb Guardians Adventurers who have perished inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
47. Halls of the Faithful Devotees of Dumathoin once walked these halls to get from their quarters to the temple. Now, Halaster’s guardians and magic haunt these areas. 47a. Arch Gates to Levels 13
one of Halaster’s regional effects (see “Halaster’s Lair”). As the characters make their way around one side of the loop, they hear footfalls and giggling coming from around the next corner. The sounds