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Returning 35 results for 'dwarves places'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Light Crossbow", "rollDamageType":"piercing"} piercing damage.Derro slink through the subterranean realms, seeking places that are safe from
themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasting ability (spell save DC 12):
At will: mage hand, message, prestidigitation
1/day each: invisibility, sleep, spider climbDerro slink through the subterranean realms, seeking places that are
, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the
Monsters
Curse of Strahd
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
territorial within their lairs.
Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are
Species
Mordenkainen Presents: Monsters of the Multiverse
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
Species
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
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 race’s description.
Height and Weight
Monsters
Fizban's Treasury of Dragons
Connections
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
A clan of dwarves has discovered a self-renewing vein of quartz near an
ancient crystal dragon;ancient crystal dragon's lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the
Species
Mordenkainen Presents: Monsters of the Multiverse
without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Firbolgs can live up to 500 years.
Creating Your
;t 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
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how
is about a century, assuming the character doesn’t 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
Species
Mordenkainen Presents: Monsters of the Multiverse
live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended
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 race’s description.
Height and Weight
Player characters
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Duergar Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over
experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond. Like other dwarves, duergar typically have a life span of 350 years.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
edifices of stonework that symbolize the permanence and stability of those places. A Brelish dwarf might feel a deep, personal connection to the towers of Sharn or the great walls of Wroat; some dwarves
Dwarves of the Five Nations Dwarves are spread across Khorvaire. Dwarf soldiers and engineers were part of the armies that united the Five Nations, and dwarf masons laid the foundations of the
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
.
— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of
who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
haunt such places. Today legends of Durgeddin’s Vengeance (or the Smith’s War) and the extraordinary blades the dwarves forged in anger still surface from time to time in the lands near the Stone Tooth.
The Forge of Fury Two centuries ago, the great dwarf smith Durgeddin the Black and his clan were driven from their home by a horde of fierce orcs and trolls. They plundered the dwarves’ ancestral
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gauntlgrym Gauntlgrym has a complex and contradictory history, the gist of it depending on who’s doing the telling. Humans have one story, of what they know from recent years, but for us dwarves
mine. When they delved too deeply, the dwarves there discovered the presence of a great being of flame, sealed the mines, and left. Only later, when the humans begged the Delzoun dwarves to build one
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Dwarven Deities The gods of the dwarves are a pantheon, or clan, collectively known as the Morndinsamman. Forge Father and Revered Mother Moradin, the Soulforger, leads the dwarven gods. Known as
called Fire Eyes and the Lord of the Bronze Mask, is the god of defense and vigilance, the protector of dwarves. Haela Brightaxe is the goddess of luck in battle, and the patron of dwarf fighters. Gods
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
all manner of strange and deadly creatures. Duergar and drow — dark reflections of dwarves and elves — live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk
aren’t threatened or even disturbed by denizens of the deep places, but the creatures occasionally emerge to raid or to seek some kind of goal in the surface world. Among the lands of the Underdark
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-Besil. Unbeknown to the dwarves, the settlement was built less than a mile from the location of one such Chaos node. After the Kinslayer Wars, the dwarves retreated south of Pax Tharkas and into
forces of the Cataclysm destroyed and buried countless cities, but also unearthed ancient ruins and places of power. In the wake of this destruction, the perceived absence of Krynn’s gods led humans to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Cairn. Allie thinks the tracks were made by dwarves who live in the valley at the base of Kelvin’s Cairn. She suspects that the endless winter has made the dwarves desperate for food and ale, though she
can’t explain why the dwarves would steal the inn’s lantern and other valuables. Allie is also surprised that no one in Caer-Konig has seen or heard the dwarves, remarking that “A quiet dwarf is an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Independent Realms Interspersed among the fortresses of the dwarves and the settlements protected by the Lord’s Alliance are significant sites that have no collective character, except that they
exist largely outside the protection or purview of the great powers of the region. Even the civilized locales among these places, such as Elturgard, exist, at best, in an uneasy tension with the denizens
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
forest gnomes, and rubies turned into the deep gnomes. Since the time of their creation, gnomes have settled in hidden places away from other races, concerned that their way of life couldn’t survive
wider exposure. Gnomes gladly socialize and work with humans, elves, and dwarves, but they always keep in mind that, as a small and relatively insignificant race, their interests can become secondary
Species
Acquisitions Incorporated
of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.
When they arrived in the new lands of the surface
the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gracklstugh Population: 10,000 duergar, 2,000 derro, 50 stone giants, and an unknown number of slaves (quaggoths, grimlocks, orcs, shield dwarves, svirfneblin, and a few kobolds and goblinoids
engage in trade with visitors. As befits a major settlement in a dangerous realm, Gracklstugh places no restrictions on the weapons or gear characters can carry or trade. Twelve stone bridges lead to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
The Forgotten Realms The world of the Forgotten Realms is one of high fantasy, populated by elves, dwarves, halflings, humans, and other folk. In the Realms, knights dare the crypts of the fallen
and sleepy villages follow tales of strange, glorious, faraway places. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strength measured in fields and pastures. It prospered for a time but was plagued by trolls and giants. The dwarves were obliged to build a stronghold underground, carving out the fortress-city of Tyar
-Besil a century after Besilmer’s founding. Unfortunately for the dwarves, the realm collapsed after its king and founder died in battle. Most of the surviving dwarves sought safer lands. The dwarven
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
against those who have disrespected him.
Expert Tunnelers
Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the region. From the surface, Citadel Adbar looks less like a castle or a human city than a mountain carved to suit the purposes of the dwarves who live there. The two great towers that stand
centuries, Adbar has stood as the living monument of the Northkingdom. Already the main fortress of Delzoun when that empire fell, it only grew in importance to the dwarves of the region as other settlements
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
some surface towns, devoted to the faith of the former Delzoun Empire and of the dwarves who answered Bruenor’s call to reclaim the city. Vast cathedrals of stone once echoed with the paeans of a
the absent dwarves. They defaced statues, tore down altars, and carved obscenities into the sacred tablets. Anything of value, such as silver or mithral trim, gold icons, and hallowed weapons, has
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the “Heart’s Hollow Quests” section. Not-Quite-Abandoned Lair The cave was carved by a blue dragon that abandoned it long ago. It now houses a family of dwarves who were captured in the south by the
Dragon Army but have since escaped. They claimed the cave as a home away from the war. In a stroke of terrible luck for the dwarves, the Dragon Army leader Belephaion recently identified the place as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface. As the DM, you determine where and when they find the way out. The characters can visit the places described in chapters 3 through 6, using the interconnecting material in chapters 2 and 3
cultivate considerable influence with the gray dwarves to earn such a prize. The Wormwrithings The drow of Menzoberranzan know of several tunnels in this region of the Underdark that lead to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Expert Tunnelers Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load
or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe. Kobolds take
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-sorcery setting at the dawn of civilization, where barbarians battle evil sorcerers, or a post-apocalyptic fantasy where elves and dwarves wield magic amid the wreckage of a technological civilization. Most
cities, and the vast wild places of the world. On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers, sailors, and steel-hearted adventurers carrying tales
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
expectations. If humans, elves, and dwarves expect dragons to be found in such lofty environs, that’s what they’ll get. This inclination toward using high-altitude locales as sites for lairs isn’t
without complications, though. Silver dragons often end up in competition with other dragons, notably red dragons, for control of such places. And even after establishing their lairs, silver dragons
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
illusions to fool gods and heroes alike. Reorx Reorx is the god of creation, inspiration, and artisanship, credited with creating the gnomes, dwarves, kender, and even Krynn itself. He invents new things that
necessary to wield knowledge in the world. He’s said to exist in all times and places, possessing the collected wisdom of every plane of existence. Zivilyn often attracts the worship of eccentrics, philosophers, and sages.
Symbol of Zivilyn