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Returning 20 results for 'ground clans'.
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Monsters
Guildmasters’ Guide to Ravnica
anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Earth Tremors","rollDamageType
earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake.
The Gruul Clans
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Druid Druid characters are typically associated with the Golgari Swarm, the Gruul Clans, the Selesnya Conclave, and the Simic Combine. Druid circles do not cross guild boundaries; the fact that a
Golgari druid and a Selesnya druid both belong to the Circle of the Land does not necessarily create common ground between them. Druid Subclass Guild Circle of Dreams* Selesnya Circle of Spores
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ending the Goliath Feud The chieftains of the Akannathi and Thuunlakalaga clans will never come to terms on their own. Characters who want to end the feud between the goliaths of Skytower Shelter and
Wyrmdoom Crag must convince the chieftains, Arn and Ogolai, to meet on neutral ground, away from their respective lairs, since neither chieftain wants to appear weak in the eyes of the other. Summit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Clans As a collection of disparate clans, the Gruul have no single leader and no headquarters. But the Gruul respect strength and are willing to follow a strong individual who points them
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
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
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
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
center of this henge, a small, checkered game board with stone playing pieces rests on the ground near the dying embers of a campfire.
Each of the eight standing stones is about 20 feet tall and hewn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
relaxed and open attitude toward the outside world. Because they dwell in regions that lack the towering peaks that their mountain kin favor, they build stone fortresses that start above ground and end in
great empire known as Kal-Thax. They have long been split into several clans based on traditional roles that were established in Kal-Thax and its successor settlements. Yet, as with much on Krynn, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
primarily drew on the legacy of the Flood People. Even after two centuries of peace, tensions sometimes arise between clans and factions due to feuds and the revival of ancient grudges. These
even stronger rum sweetened with panela—the cooked-down juice of sugarcane. Corn, black beans, and plantains are the cornerstones of every meal, and arepas—grilled buns made from ground corn—are eaten
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
carrion crawlers, giant beetles, or clans of kobolds. But ultimately these mundane caverns follow the laws of nature. There’s another aspect to Khyber: go deep enough and you find a seemingly endless
random, you never know what you might find when you venture into the depths. A newly opened chasm in the sewers could be an entirely mundane hole in the ground, or it could be a passage to the Abyssal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rift in the ground but were too scared to go farther.” (See “Cackling Chasm”)
7–8 “Head northwest out of Bremen, an’ you’ll see a pirate ship frozen in the ice less than a quarter mile from shore
”)
19–20 “We don’t see goliaths much around here, but there are two feuding clans in the Spine of the World. I bet if someone from Ten-Towns were to help them put aside their differences, all the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
outer reaches of the forest periodically, while several wood elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check, but at times a
if you use up the table’s entries. Drowned Forest Oddities d10 Encounter 1 A human zombie is chained to a wooden stake driven into the ground. The remains of many other zombies lie nearby. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Relics Two ancient giant relics are buried here — one in the ground before the giant stone raven, and another under the Gray Wolves’ altar. Uthgar’s early followers planted these objects here to
empower and ward their spirit mound. A detect magic spell reveals an aura of conjuration magic emanating from the ground in front of the giant stone raven, and an aura of transmutation magic from
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. When she walks, she appears to glide over the ground.
Jarad Vod Savo The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished
shamans of the Gruul Clans are wildly aggressive.
True to their name, the Gruul Clans include a number of different groups with their own leaders and traditions. Beyond the six most prominent clans
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the chieftain of Wyrmdoom Crag, get a different version of the story (see "Wyrmdoom Crag"). If the characters portray themselves as neutral arbiters seeking to end the conflict between the clans, Arn
—and only at Skytower Shelter or on neutral ground. S3. Overlook Five stoic goliaths stand guard atop a ten-foot-high, rocky outcrop with stairs leading up to it. A large, empty nest occupies one corner
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
) work the crop fields during the day. Watching them closely is a male yakfolk warrior smoking a wooden pipe. This yakfolk stands on ground high enough to look out over the entire village. If the halflings
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
castle (see chapter 9, “Castle of the Cloud Giants”). The view of the castle from the ground is fleeting as it disappears behind overcast skies. Eye of the All-Father Built by giants long ago, this temple
is seen from ground level. Buried under the cairns are the bones of the Elk tribe’s greatest warriors. On the higher ground of the ring outside the basin, placed outward from the altar along the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are divided into pleasant suites of guest rooms, each with its own garderobe. There’s also a dining room on the ground floor. The Sword has one recurring problem: kitchen fires. The one-story kitchen
place to hear Red Larchers unwind, the Swinging Sword is the polite social hub and neutral meeting ground of Red Larch. Key NPCs. The proprietor of the Swinging Sword is Kaylessa Irkell (female Illuskan
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cloaking Samarach’s mountain passes conceal the activities in that nation. Dambrath. Situated on a warm plain on the shore of the Great Sea, Dambrath is ruled by nomadic clans of human horse riders who
the drow. The clans meet twice a year at a sacred site known as the Hills of the Kings, where dozens of totem sculptures are preserved. At these gatherings, each clan updates its totem with an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
effect two rounds in a row: Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15
patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves. Green dragons are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
demon in these woods. In the final moments of the battle, the ground beneath Beorunna’s feet crumbled, plunging him into a cavern. The triangular cavern contains, among other things, a heated pool
political turmoil in Citadel Abdar, the elders of Adbar’s dwarven clans hired a doppelganger to impersonate King Harnoth. True power in Citadel Adbar now lies with the clan elders, who meet in secret