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Returning 35 results for 'game clans location'.
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Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
telepathy; and its Detect Intelligence trait. It otherwise adopts the target’s game statistics. It knows everything the target knew, including spells and languages.
If the host body dies, the
Monsters
Strixhaven: A Curriculum of Chaos
Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.
Spider Climb (Hunter Form Only). The hunter can climb difficult surfaces
ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill.Shift Form. The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form.
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web.
Web Walker. The phisarazu
transforms into a crab, drider, or giant crab, or returns to its true form. Its game statistics, except for its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an
Monsters
Fizban's Treasury of Dragons
","rollAction":"Connected Creatures"}
Connected Creatures
1
An ancient topaz dragon has decided to set local ogre and bandit clans against one another, hoping they wipe each other out.
2
An
, but new ones form at a normal rate.Cold, NecroticChange Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This
Monsters
Mordenkainen's Fiendish Folio Volume 1
Iron Scent. The khargra can scent the location of ferrous metal within 30 feet of it.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death.
Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine
), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Tabaxi Clans: Bright Cliffs, Distant Rain
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
are a vast domain governed by an assembly of ancient wyrms representing eighty-eight clans of chromatic, metallic, and gem dragons. The council’s subjects include dozens of Humanoid peoples, some of
whom serve as closely bonded aides to dragon masters. Tarkir. In the multiverse of the Magic: The Gathering trading card game, five dragonlords rule supreme over the world of Tarkir. After centuries of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
are a vast domain governed by an assembly of ancient wyrms representing eighty-eight clans of chromatic, metallic, and gem dragons. The council’s subjects include dozens of Humanoid peoples, some of
whom serve as closely bonded aides to dragon masters. Tarkir. In the multiverse of the Magic: The Gathering trading card game, five dragonlords rule supreme over the world of Tarkir. After centuries of
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs
call home.
Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lasting Institutions Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes
. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
either location. Also review the “Goliaths” entry in appendix C, in particular the “Spine of the World Goliaths” section. There is also a list of goliath names you can draw from, as needed. Characters
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lasting Institutions Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes
. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
either location. Also review the “Goliaths” entry in appendix C, in particular the “Spine of the World Goliaths” section. There is also a list of goliath names you can draw from, as needed. Characters
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lasting Institutions Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes
. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lasting Institutions Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes
. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
each other’s company while singing, dancing, and playing games. Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the party’s approach, giving
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
each other’s company while singing, dancing, and playing games. Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the party’s approach, giving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
recommendations: The characters gain a level after spending two or three game sessions exploring Icewind Dale. The characters gain a level for neutralizing the threats in two or three of the dangerous
locations described in this chapter. The characters gain a level if they accomplish an extraordinary feat, such as ending the feud between the goliath clans of Skytower Shelter and Wyrmdoom Crag, or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
recommendations: The characters gain a level after spending two or three game sessions exploring Icewind Dale. The characters gain a level for neutralizing the threats in two or three of the dangerous
locations described in this chapter. The characters gain a level if they accomplish an extraordinary feat, such as ending the feud between the goliath clans of Skytower Shelter and Wyrmdoom Crag, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Preparing a Session The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and
prioritize what to prepare depending on the time you have available.
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Umbrage Hill got its name after two feuding dwarf clans fought a pitched battle atop it. The cause of their umbrage is a tale lost to time, and only the cairns of the dead now
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Umbrage Hill got its name after two feuding dwarf clans fought a pitched battle atop it. The cause of their umbrage is a tale lost to time, and only the cairns of the dead now
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three
things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three
things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Preparing a Session The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and
prioritize what to prepare depending on the time you have available.
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 1: A Dangerous Journey More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver Pact, by which they would share a rich mine in a wondrous cavern
their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and knowledge of the location of Wave Echo
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Furniture, whether by its arrangement or removal, can suggest a specific location. Props can even represent game mechanics, such as tracking hit points with crimson flat glass marbles in clear goblets
Horror Atmosphere Atmosphere is the overall mood of your game. It’s the sense of levity, excitement, or dread that stems from a story’s content and players’ perception of it. Atmosphere can be
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
head by winter. Crops don’t grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids. They hunt the wild game of the tundra and mountains but don’t cook it
.
When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Furniture, whether by its arrangement or removal, can suggest a specific location. Props can even represent game mechanics, such as tracking hit points with crimson flat glass marbles in clear goblets
Horror Atmosphere Atmosphere is the overall mood of your game. It’s the sense of levity, excitement, or dread that stems from a story’s content and players’ perception of it. Atmosphere can be
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Background More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave
wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of






