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Returning 35 results for 'creating wandering refined'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
throw themselves into creating bloodshed and mayhem with no regard for their own lives.
After killing a person on the Material Plane, some skulks take up a silent imitation of that person’s life
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.
Lair Actions
On initiative count 20 (losing initiative ties), Orcus can take a lair
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wandering Undead, many of which are engaged in continuous battles with one another.
Lair Actions
On initiative count 20 (losing initiative ties), Orcus can take one of the following lair actions; he can
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
Monsters
Fizban's Treasury of Dragons
create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair
Monsters
Fizban's Treasury of Dragons
spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the
Monsters
Fizban's Treasury of Dragons
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
Monsters
Fizban's Treasury of Dragons
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching
children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Of Two Worlds
To humans, half-elves look
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Approaching the Wandering Emporium The Wandering Emporium travels on the backs of nine Huge infernal war machines similar to Demon Grinders, but with Flamethrowers and Styx Sprayers instead of
hour and remain open for business until Mahadi decides it’s time to pack up and move elsewhere. If the characters come upon the Wandering Emporium while it’s open for business, describe it to the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you. It gives you new rules options, as well as some refined tools for creating and running adventures and campaigns. It is a supplement to the tools and advice offered in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a veritable horde of creepy crawlies. Guidelines for creating encounters with monsters can be found in the Dungeon Master’s Guide. That book also contains wandering monster tables and other goodies to
help you use the monsters in this book in interesting ways, as well as advice for modifying monsters and creating your own. If you’ve never run a D&D adventure before, we recommend that you pick up
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or dirt to feel close to their favored element. Black Earth initiates know the secret of creating armor from magically shaped stone, and even their robes include stone pauldrons or masks. Prophet of
horror of his fate drove Marlos mad. He fled his ancestral home, taking his collection of masks with him. After years of wandering and hiding in one ruined estate or another across the Western
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
lair is warped by the Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem. Hollow Lives. After
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
warped by Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 3: Balance Dice are a reliable way to randomize a variety of gameplay elements. Throughout its history, Dungeons & Dragons has relied on dice to do everything from creating encounters with
wandering monsters to inspiring whole adventures. But The Deck of Many Things card set and other card decks provide an alternative way to get random results. How is drawing from a deck of cards
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
civilization and nature with volcanic eruptions, forest fires, heat waves, and droughts, creating a wasteland of ash and cinders ruled by fire alone. Eternal Flame cultists believe the world and all its
Eternal Flame cult. Beneath her refined exterior is a steel edge of scorned pride. And underneath her hard pride lies a desire for murder and mayhem. Vanifer harbors a fierce hatred for all who think
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Makes Perfect Rock gnomes who take a more scientific approach to inventing are the ones responsible for creating technological devices that make life easier. Even an invention as simple as a new kind
starting point for a new journey of experimentation and discovery. Even though rock gnomes appreciate the practical aspects of their endeavors, they also find satisfaction in creating items that have no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character to suffer a bout of indefinite madness, determine the nature of the madness using the Madness of Yeenoghu table in appendix D. Yeenoghu (see appendix D) has been wandering the Underdark since he
the adventure, the players might be creating new characters quite soon if they dare confront the demon lord. If the characters stay hidden and observe, Yeenoghu leaves in short order. He is restless
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
fighting, and I refined my talents by defending myself against people who crossed me. 6 I could always pick up just about any weapon and know how to use it effectively. Monk d6 I became a monk
understand. Warlock d6 I became a warlock because … 1 While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me. 2 I was examining a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Orcus’s lair is warped by his magic, creating one or more of the following effects: Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region. Undead
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate’s current location, but the portal never stays there for long. Regional Effects The region containing Sylvania’s planar gate is influenced by the magic of Arborea, creating one or more of the
arrangement of eight ancient menhirs looms over a silent clearing. Worn by time, the standing stones’ inscriptions are inscrutable to wandering partygoers. Some believe the monument was once a cage for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
villagers will have to weigh their fear of White Plume Mountain against their certain belief that the party will never be seen again.) The cave is easily barricaded to keep out unintelligent wandering
end of the cave, near the roof, is a long, horizontal crevice about a foot wide. The air is sucked into this crack at great speed, creating the loud whistling noise and snuffing out torches. Shortly
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
waste toward area V30. These trenches are 4 feet wide and 3 feet deep, with arching stone bridges spanning them at irregular intervals. The ledge on either side of a trench is 3 feet wide. Wandering
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant retreat beneath the sea is an appropriate locale for these encounters. Elemental Air Encounters d12† Encounter
1 1d3 mist hulks* (attitude: 1d8) wandering about, wallowing in regret
: 1d12) searching for an advantage against a rival kraken
10 2 water elementals (attitude: 1d10) diligently making furrows in the sand using their bodies, creating a sprawling pattern
11 2
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling of an astrologer creating maps of both the sky and this realm.
This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
down to area B45 on the tier below. Wandering Spirit. If the characters have not yet encountered King Alendria’s spirit in area B29, the ghost appears to them here instead. Secret Door. The wall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ingots of refined adamantine from the forge, and the dwarves will lead them to the location of a crashed “flying boat” from some far-off land (see “Wreck of the Star Goddess"). The dwarves offer to stand
are tethered, but the tethers are meant only to keep them from crossing the westernmost line of cart tracks and wandering through the tunnels. An angry or alarmed strider can easily break loose, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
darkness, and the caves and grottoes where they live are kept dark most of the time. They don’t prefer to use illumination for any purpose that’s not related to creating or displaying art. Most of a
lends a tempestuous, unearthly quality to their homes. Storm giants use elemental crossings for their own transplanar wandering, especially into the Elemental Plane of Air and the Elemental Plane of






