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Returning 35 results for 'dangerous inhabit are baker'.
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Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
mortal's associates find familiar tools and a heap of ashes.
Nymphs
Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with
feats
Your deep knowledge of the dangerous creatures that inhabit the world aid you in both fighting and tracking them. You gain the following benefits:
Select two creature types of your choice
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do, but they act with
swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.
Lizardfolk assess everyone and everything in terms of utility. Art and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
organize into rebel bands that prepare desperate, dangerous attacks on the royal family. Kalakeri’s most fearsome predators inhabit the Backwaters, including basilisks, hydras, stone giants, and cloud giants.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Black Lake. Nightscale, a young black dragon, discovered a passage into the lake through an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
lethal natural hazards. Along with the servants of Semuanya—who eagerly encourage visitors and one another to strive toward ever-greater goals—all manner of giant Beasts and swamp monsters inhabit the
bog. Dangerous plants are also common in the deepest parts of the mire, but among them grow fruits and herbs that can be used to brew some of the rarest elixirs in the Outlands.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is unpredictable, and acts considered criminal in other nations are part of life in Darguun. A number of bugbear-dominated clans known as the Marguul inhabit southern Darguun. Some of the Marguul
refuse to acknowledge the authority of the Ghaal’dar hobgoblins; these clans are especially dangerous and violent. Lhesh Haruuc united the Ghaal’dar clans and seized control of Darguun nearly three decades
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flumph Strange Ally from a Strange Place Habitat: Underdark; Treasure: Arcana Axel Defois Bizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature
the duke. Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
enclave of Hylo and the goblins of the arid southern lands, with whom they share their island. Fewer humans make their home on Southern Ergoth, living primarily along the coast and avoiding dangerous groups
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Ask yourself, “What if the standard assumptions weren’t true in my world?” The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
city to another. Gods Inhabit the Land, or Are Entirely Absent. What if the gods regularly walk the earth? What if the characters can challenge them and seize their power? Or what if the gods are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. “Every 289 years, the entire multiverse goes mad. Like clockwork.”
— Kwint Stormbellow, rock gnome adventurer
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
inhabit these ruins, as do hermits and scholars hording secrets too dangerous to sequester elsewhere.
The Abandoned Temple Adventures table offers ideas for adventures that could occur in such a
of which adventurers might be called upon to retrieve. Many of these temples hold dangerous phenomena (such as gates to the Underworld), which might have been their undoing. Monsters and brigands often
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
sister, Afsoun Ghorbani. The gregarious baker delights in conversation and plumbs her customers for gossip that might be valuable to the Silent Roar. She distrusts those who enforce Atash’s law without
, Laleh offers assistance. The Ashen Heirs’ recklessness endangers the work of the Silent Roar, and Laleh encourages the characters to put an end to the dangerous anarchists even if the characters aren’t in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Spells Sarya raised her hands and began to declaim the words of a very powerful spell, one of the most dangerous she knew, a spell designed to breach the barriers between the planes and create a
appeared. With one smooth step he crossed from his infernal plane into the mythal chamber.
— Richard Baker, Farthest Reach
A number of spells allow direct or indirect access to other planes of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature
. Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, displacing the people and creatures that inhabit the area. This wilderness could be where the characters live, or the residents of the area might ask the characters for help. Since the followers of Ephara
protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara’s focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Adventure Background As the settlers of Leilon bend their backs to the arduous task of creating a defensible settlement in the dangerous wilds of the Sword Coast, even larger threats loom all around
Mortus in exchange for help finding and seizing the body of a living dragon to inhabit. The people of Leilon are completely unaware of these threats, as they focus on more immediate dangers, like the wild
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Valor Sphinxes of valor guard world-changing or dangerous secrets—evidence of weird truths, deadly Artifacts, and things that shouldn’t exist. They inhabit hidden, magical sites and hold
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on one side. The crack extends from an opening flanked by statues of hulking insectile creatures to the pyramid’s point sixty feet above.
Three mezzoloths inhabit the pyramid along with an umber
, Nellik and her unit of nine mezzoloths served an arcanaloth named Ashripask. Ashripask led the group into many dangerous locations, including several lore-filled locations in the Far Realm, like the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
extreme of the plane is the Sea of Ice, bordering the Frostfell. The frigid water is choked with icebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting
inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. Its dangerous monsters and bitter cold make the Frostfell a dangerous place to travel. Most
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
inform the choices of the present, creating a world of peace and order. She plays things by the book and frowns on students who embark on Dean Plargg’s dangerous field trips. Characters have ample
statue form for them to inhabit. No one in Lorehold’s history had previously created a spirit statue from scratch, and Hofri was offered a professorial position after graduation, which he happily accepted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, towns, and villages, which are often no less dangerous than dungeons or the wilds. The “Settlements” section in chapter 3 can help you create a settlement where an adventure can take place. Writing for
found, and that book also includes tables listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure location within a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chapter). The most dangerous places include those described below. Barrier Peaks. These forbidding highlands are home to strange monsters. “Expedition to the Barrier Peaks,” an adventure in Quests from the
inhabit the western part of the Dim Forest, the eastern part is wild and prowled by monsters, including green dragons. Hellfurnaces. The Hellfurnaces are a volcanically active extension of the Crystalmist
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vast, sunless sea that’s home to aboleths and kuo-toa The Wilderness Not all monsters lurk underground. Many of them inhabit deserts, mountains, swamps, canyons, forests, and other natural settings
. The wilderness can be just as dangerous as any dungeon, particularly when there’s nowhere to hide! Some wilderness locations are just as memorable as any dungeon: A roc’s nest made of shattered ship
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nymphs Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who
require food, drink, or sleep. Alseid
(MAGALI VILLENEUVE) Alseid Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Terrain Encounters The Underdark contains dangerous hazards and wondrous terrain. Special terrain rules are explained after the table. d20 Encounter 1 Boneyard 2 Cliff and ladder 3 Crystal
with a dangerous natural gas leak. Any member of the party with a passive Wisdom (Perception) score of 14 or higher detects signs of the gas. The characters’ travel pace for the day is slowed by half
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
high mountains, coniferous forests, and deep fjords. The kingdoms are named for the three distinct tribal lines that inhabit them: the Cruski (whose name means “ice”), the Fruzti (“frost”), and the
horrific monsters in equally dangerous environments, while remaining suspicious of the decadence of the cities and nations of the south.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventurer passing into a world of giants. In Norse myth, giants inhabit the realm of Jotunheim, where brave gods and heroes occasionally venture on dangerous quests. Manuel Castanon Three brave
whatever monsters have taken up residence in the ruins in the centuries since the giants abandoned them. In Xen’drik, living giants still inhabit some of their ancient ruins, though they have fallen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
symbolize the decadence and corruption of civilization, and mages are the classic villains of these settings. Magic items are therefore rare and often dangerous. Consider conflicts like these to drive the
different world where whimsical tales unfold—or perhaps some version of the modern world. Gamma World. The characters inhabit a post-apocalyptic wasteland that is largely medieval in feel, but isolated
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
caverns and forgotten storerooms before connecting with the Black Lake. None of the monsters that inhabit the complex regularly visit this place. The black dragon Nightscale sometimes swims through
25 in the Glitterhame pours down into the chamber. The pool is populated by harmless blind fish and white crustaceans but contains nothing dangerous. The outflowing stream drains into the river in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to determine the best place to dig or support the structure, or Wisdom (Perception) checks to notice dangerous areas threatening to collapse further. You might also decide that magic or other
conversation in Common. The halfling, a baker (commoner) named Pilster Pebblehuck, has been hiding with his family in the basement of their bakery. They are running out of food, so Pilster has braved the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Often, the most dangerous thing about a community of giants is the scattering of outcasts lingering on
they have lost, but unwilling to approach it again.
—Diancastra
Stone Giant Encounters The Stone Giant Encounters table presents stone giants and creatures that might appear in areas they inhabit
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to avoid being surprised. Thickets. The thickets around the clearing are difficult terrain, but they aren’t dangerous—just annoying. They provide three-quarters cover to creatures attacking through
feet of extra movement. Although this passage offers a way to avoid the goblin in area H5 or escape a flood, it’s more dangerous than it looks. A giant poisonous snake is coiled on the fragile ledge






