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Returning 19 results for 'crushing wandering race'.
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crossing wandering rule
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
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Crushing Hug. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Crushing Hug"} to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5);{"diceNotation":"9d6+5", "rollType
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
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
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
.
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
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
your mind’s eye and brushes aside your wandering thoughts. “Hear me well, fool,” it sneers. “You have offended the Elder Elemental Eye. For your sacrilege, others shall be punished. At sunset the day
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult of the Crushing Wave Cultists of the Crushing Wave worship the awesome power of water, from the surging tides and deadly maelstroms of the sea to the raging torrents of rivers in flood and the
rock crushing power of ice and glaciers. Crushing Wave cultists see all living creatures as nothing more than trapped water that could one day be free to return to the seas or skies in a new form. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Astral Plane Encounters Planar travelers and refugees from other planes wander the expanses of the Astral Plane. The most prominent denizens of the Astral Plane are the githyanki, an outcast race of
an encounter with one or more wandering angels, demons, devils, night hags, yugoloths, or other planar travelers.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
discovers a homestead. Roll a d6 to determine the race of the people there: 1–3, Tethyrian human; 4, Illuskan human; 5–6, halfling. A homestead consists of 1d6 adult commoners and 1d6 − 1 noncombatant
bandit captain). Shepherds. A group of shepherds watch over herd animals. Roll a d6 to determine the shepherds’ race: 1–4, human; 5–6, halfling. The group consists of 1d4 commoners and 1d2 leaders
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that he stays near Aerisi. The character earns inspiration for reaching the air temple and again for defeating Windharrow.
Dangerous Information It’s a race against time — the character overheard
The character knows that unsavory sorts have occupied Rivergard Keep, and that there’s a secret way into the castle. Using the secret entrance earns inspiration, as does clearing the Crushing Wave
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
Eternal Flame followers, but also find them maddeningly inconstant. Black Earth cultists ally most often with the Crushing Wave, since they admire the patience and pragmatism of the water cultists.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren’t likely to attack lone travelers or wandering
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
crushing walls of ice.
The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable
’ virtues in their everyday lives.
Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and
to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Crushing Hug. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet
, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end






