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Returning 35 results for 'currents walls races'.
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Sea Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen’s Tome of Foes
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and
as many perils in their watery world as other elves face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious
races
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
set out on their own.
Beliefs
Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Features The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Cavern ceilings are 10 feet above the water. Climbing. The walls are rough
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Features The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Cavern ceilings are 10 feet above the water. Climbing. The walls are rough
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
full of life. Stalactites drip into shallow puddles, and water trickles down the slick cave walls. The sounds of cave bats, small insects, and the caverns’ monstrous denizens echo throughout
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
full of life. Stalactites drip into shallow puddles, and water trickles down the slick cave walls. The sounds of cave bats, small insects, and the caverns’ monstrous denizens echo throughout
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
than the castle’s courtyard. Thus, the battlements and parapets that top the outer walls appear 20 feet high from the outside and are 10 feet high on the inside. Icy stone steps at either end of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their walls, clans of shield dwarves are spread thinly throughout the North, to the extent that it’s hard to find a settlement that doesn’t include at least a handful of dwarven residents. The dwarves
’ affinity for trade brings them in contact with other races; beyond that, there’s also a sense among shield dwarves that all of the North is their land, as evidenced by the ruins of long-lost dwarven kingdoms scattered throughout.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
than the castle’s courtyard. Thus, the battlements and parapets that top the outer walls appear 20 feet high from the outside and are 10 feet high on the inside. Icy stone steps at either end of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their walls, clans of shield dwarves are spread thinly throughout the North, to the extent that it’s hard to find a settlement that doesn’t include at least a handful of dwarven residents. The dwarves
’ affinity for trade brings them in contact with other races; beyond that, there’s also a sense among shield dwarves that all of the North is their land, as evidenced by the ruins of long-lost dwarven kingdoms scattered throughout.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overhead. Patches of glowing fungi cling to the walls and fill the chamber with dim light. Columns of stone support the ceiling, the rock marbled with veins of glittering crystal. Across the chamber, a
of the gods are scrawled around the cleft in dried blood, and continue on down the tunnel walls. Anyone who can read the Abyssal tongue can tell that this place has been consecrated in the name of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of svirfneblin families, all chambers are tall enough for Medium creatures to walk around without difficulty, and common areas are even larger.
It is rare for cavern walls to be bare in Blingdenstone
. The walls of large caverns are studded with stairs and ramps leading to balconies and hollows serving as storage or shops. The largest caverns are crisscrossed by walkways allowing svirfneblin and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of svirfneblin families, all chambers are tall enough for Medium creatures to walk around without difficulty, and common areas are even larger.
It is rare for cavern walls to be bare in Blingdenstone
. The walls of large caverns are studded with stairs and ramps leading to balconies and hollows serving as storage or shops. The largest caverns are crisscrossed by walkways allowing svirfneblin and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overhead. Patches of glowing fungi cling to the walls and fill the chamber with dim light. Columns of stone support the ceiling, the rock marbled with veins of glittering crystal. Across the chamber, a
of the gods are scrawled around the cleft in dried blood, and continue on down the tunnel walls. Anyone who can read the Abyssal tongue can tell that this place has been consecrated in the name of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs. Every soldier who lives through a fight with orcs tells of
determined hero can hope to survive single combat with an orc. Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the surrounding hedges. Moments later, the pounding of hooves rings out, and a gorgon charges out of the greenery toward you.
This area is ringed by unbroken hedge walls that make it impossible
hedges when it uses its Trampling Charge attack. As it races after the adventurers, it attacks with its Petrifying Breath as often as it can. Each time it does so, a diamond crystallizes from its breath
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the surrounding hedges. Moments later, the pounding of hooves rings out, and a gorgon charges out of the greenery toward you.
This area is ringed by unbroken hedge walls that make it impossible
hedges when it uses its Trampling Charge attack. As it races after the adventurers, it attacks with its Petrifying Breath as often as it can. Each time it does so, a diamond crystallizes from its breath
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs. Every soldier who lives through a fight with orcs tells of
determined hero can hope to survive single combat with an orc. Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the surrounding hedges. Moments later, the pounding of hooves rings out, and a gorgon charges out of the greenery toward you.
This area is ringed by unbroken hedge walls that make it impossible
hedges when it uses its Trampling Charge attack. As it races after the adventurers, it attacks with its Petrifying Breath as often as it can. Each time it does so, a diamond crystallizes from its breath
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the surrounding hedges. Moments later, the pounding of hooves rings out, and a gorgon charges out of the greenery toward you.
This area is ringed by unbroken hedge walls that make it impossible
hedges when it uses its Trampling Charge attack. As it races after the adventurers, it attacks with its Petrifying Breath as often as it can. Each time it does so, a diamond crystallizes from its breath
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Multicolored pennants and sun awnings flutter atop the city walls. A crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Multicolored pennants and sun awnings flutter atop the city walls. A crowd of children dressed in feathered hats and capes races past you, squealing in delighted terror as a street performer costumed as a big
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
(1d12) damage and must succeed on a DC 15 Constitution saving throw or contract a disease called super-tetanus (see below). The walls, ceiling, and floor of the area between the pits are covered with a
last horizontal impetus, bouncing off the walls (if it strikes them) like a billiard ball, until it slides into a razor-pit. It is impossible for a creature even to stand still on the surface, for the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
(1d12) damage and must succeed on a DC 15 Constitution saving throw or contract a disease called super-tetanus (see below). The walls, ceiling, and floor of the area between the pits are covered with a
last horizontal impetus, bouncing off the walls (if it strikes them) like a billiard ball, until it slides into a razor-pit. It is impossible for a creature even to stand still on the surface, for the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
forbidding walls separating the Darklake District from the rest of the city stand the docks, markets, and shops where Gracklstugh’s commerce and trade are conducted. The many duergar merchants — along
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
forbidding walls separating the Darklake District from the rest of the city stand the docks, markets, and shops where Gracklstugh’s commerce and trade are conducted. The many duergar merchants — along