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Returning 35 results for 'given century locations'.
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given century location
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of each of its turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject
targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more
, never any less.
With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical
Monsters
Spelljammer: Adventures in Space
turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special
’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane
Monsters
Spelljammer: Adventures in Space
individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a
poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as
subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long
Monsters
Icewind Dale: Rime of the Frostmaiden
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
Monsters
Icewind Dale: Rime of the Frostmaiden
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Backgrounds
Tomb of Annihilation
century old.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain
and preparing for my next expedition.
5
When given the choice of going left or right, I always go left.
6
I can’t sleep except in total darkness.
Monsters
Icewind Dale: Rime of the Frostmaiden
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their halls with boiling water and noxious fumes. The stairwell leading
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
built in the caldera of a dormant volcano. The vaults fell into disuse over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons
races
arisen is constructed and given the gift of life, usually by a creator. Arisen are people, to be sure. They have unique personalities, intellects, and experiences, as all humanoids. But do they possess
bodies sloughing off the worst effects of age to leave them hale even into their second or third century. Others age more quickly, worn down by the unnatural magic that imbues them well before their sixtieth year.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a given day. If the players choose to have their characters split up, they can cover more
ground, but you’ll have to take turns running each interaction for each player. Splitting the party also makes the “Redbrand Ruffians” encounter potentially more dangerous. The following sections detail specific locations in town.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a given day. If the players choose to have their characters split up, they can cover more
ground, but you’ll have to take turns running each interaction for each player. Splitting the party also makes the “Redbrand Ruffians” encounter potentially more dangerous. The following sections detail specific locations in town.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
on. Even a stupid or physically weak kobold is given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Tome of Strahd (described in appendix C). Read the boxed text for the appropriate card, as given in the “Treasure Locations” section that follows. 2. The Holy Symbol of Ravenkind Flip over card 2
the boxed text for the appropriate card, as given in the “Treasure Locations” section that follows. 3. The Sunsword Flip over card 3, and read: This is a card of power and strength. It tells of a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Tome of Strahd (described in appendix C). Read the boxed text for the appropriate card, as given in the “Treasure Locations” section that follows. 2. The Holy Symbol of Ravenkind Flip over card 2
the boxed text for the appropriate card, as given in the “Treasure Locations” section that follows. 3. The Sunsword Flip over card 3, and read: This is a card of power and strength. It tells of a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Stadium Locations Built less than a century ago, Strixhaven Stadium is a monument to the status and legacy of the university. Important games of Mage Tower are played here, including the
famous Battle of Strixhaven. The battle takes place only every three years, so the characters can experience it only once. The following locations are keyed to map 4.4. Map 4.4: strixhaven stadium
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chapter 2: Places of Interest (continued) The remainder of this chapter describes places of interest throughout Icewind Dale. Map 2.1 notes their locations, although you can move them elsewhere to
in Ten-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This book presents Icewind Dale as a self-contained campaign
setting in which you can base adventures of your own. All pertinent details about the setting are covered here, with room left to add new locations and villains of your own design. TENDAYS AND
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This book presents Icewind Dale as a self-contained campaign
setting in which you can base adventures of your own. All pertinent details about the setting are covered here, with room left to add new locations and villains of your own design. TENDAYS AND
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Stadium Locations Built less than a century ago, Strixhaven Stadium is a monument to the status and legacy of the university. Important games of Mage Tower are played here, including the
famous Battle of Strixhaven. The battle takes place only every three years, so the characters can experience it only once. The following locations are keyed to map 4.4. Map 4.4: strixhaven stadium
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chapter 2: Places of Interest The remainder of this chapter describes places of interest throughout Icewind Dale. Map 2.1 notes their locations, although you can move them elsewhere to suit the needs
-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re cautious and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chapter 2: Places of Interest (continued) The remainder of this chapter describes places of interest throughout Icewind Dale. Map 2.1 notes their locations, although you can move them elsewhere to
in Ten-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chapter 2: Places of Interest The remainder of this chapter describes places of interest throughout Icewind Dale. Map 2.1 notes their locations, although you can move them elsewhere to suit the needs
-Towns table) or a quest. The adventure locations that follow are balanced for characters of at least 4th level. Lower-level characters can survive the encounters in these locations if they’re cautious and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the DM’s eyes only. As the characters explore locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or other surface to help your players visualize locations that
map is meant to be shared with the players. One side of the poster map shows the Phandalin region, including prominent locations in the Underdark where the characters will travel. If the players
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the DM’s eyes only. As the characters explore locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or other surface to help your players visualize locations that
map is meant to be shared with the players. One side of the poster map shows the Phandalin region, including prominent locations in the Underdark where the characters will travel. If the players
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Island Locations The following locations are keyed to map 1. Ahoyhoy The tortle fort of Ahoyhoy (see map 2) is situated on the northwest coast of the island. Tortles come here to socialize, lay eggs
any given time, Ahoyhoy is home to 4d6 adult tortles (see “Tortles”), 2d6 young tortles (noncombatants with AC 14 and 2 hit points each), and an old tortle druid named Mudgraw (for roleplaying notes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Island Locations The following locations are keyed to map 1. Ahoyhoy The tortle fort of Ahoyhoy (see map 2) is situated on the northwest coast of the island. Tortles come here to socialize, lay eggs
any given time, Ahoyhoy is home to 4d6 adult tortles (see “Tortles”), 2d6 young tortles (noncombatants with AC 14 and 2 hit points each), and an old tortle druid named Mudgraw (for roleplaying notes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the DM’s eyes only. As the characters explore locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or other surface to help your players visualize locations that
Icewind Dale, including Ten-Towns and other sites and features in the region that are common knowledge. The reverse side has player-friendly maps of the ten settlements that comprise Ten-Towns, with prominent locations called out in each town for the players’ benefit.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the DM’s eyes only. As the characters explore locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or other surface to help your players visualize locations that
Icewind Dale, including Ten-Towns and other sites and features in the region that are common knowledge. The reverse side has player-friendly maps of the ten settlements that comprise Ten-Towns, with prominent locations called out in each town for the players’ benefit.