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Returning 35 results for 'most some with only are fight for lands'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be
abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters.PoisonCold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.
Tlincallis rarely build cities, make
Young Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social
hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead.
2
It is difficult for anyone not of dragonkind to penetrate the twisting
Species
Mythic Odysseys of Theros
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they
exercise their minds and bodies. It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin
Deep Dragon Wyrmling
Legacy
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monsters
Fizban's Treasury of Dragons
knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in
turn them against one another and have them fight in my stead.
2
It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts.
3
I might disagree with
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
them against one another and have them fight in my stead.
2
It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts.
3
I might disagree with other
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
them against one another and have them fight in my stead.
2
It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts.
3
I might disagree with other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Greyhawk’s Premise The year is 576 CY (Common Year). Evil is ascendant across the lands of Eastern Oerik. If something isn’t done to curtail the growing threat, Eastern Oerik will fall to tyrants
Free City of Greyhawk and other settlements trek across the vast wilderness of Eastern Oerik, slaying monsters and exploring dungeons to find magic items the adventurers can use to defend their homeland and take the fight to their enemies.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Armies have returned to the Taman Busuk region, tasked with preparing to invade Solamnia. The White Dragon Army has ventured south to conquer Icereach, where its white dragons can fight
effectively in its frozen lands. The Green and Black Dragon Armies focus on their occupied lands abroad. In Neraka, zealots and black-robed mages devise magical plans to empower Dragon Army forces. One such
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Darguun Capital: Rhukaan Draal Hallmarks: Dungeons, goblinoid mercenaries, ruins Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by
lands. Thus, goblins have long been a disenfranchised people, living in the shadows of newer nations or in wild lands shunned by humans. The land now called Darguun was once part of Cyre. The hobgoblin
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Khur Joins Early 349 AC The Green Dragon Army was dispatched to the steppes of Khur to subdue the tribes there. Rather than fight a protracted campaign, Ariakas allowed the cunning Khur leader Salah
-Khan to defeat the Green Dragon Army’s original highlord in battle, then offered to make Salah-Khan highlord in his place. In exchange for control over Khur and the surrounding lands, Salah-Khan
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Darguun Capital: Rhukaan Draal Noted for Goblinoid mercenaries Goblins and their kin have always been part of Khorvaire. Their ancient empire spread across the lands now held by the Five Nations, and
many human cities are built on goblin foundations. This empire collapsed into savagery, and when humanity arrived, goblins were driven from their ancestral lands or enslaved. Galifar ended the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
western ledge. They notice any light or noise elsewhere in the cave and quickly bound down to attack. The undead are hungry and fight until destroyed. The escarpments are 10 feet high and require a
successful DC 12 Strength (Athletics) check to climb. A creature that falls or is knocked from the top of a ledge takes 1d6 bludgeoning damage and lands prone.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Orcs The orcs are an ancient race. Their ancestors were scattered by the Dhakaani goblins, and they largely live in harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, the
seals and fight aberrations. However, many orcs were corrupted by the daelkyr and embraced the madness of the Cults of the Dragon Below. These cultists also live in the Shadow Marches, and battles between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dhakaani relics? Initially the Dhakaani should be mysterious: remarkably skilled goblins that fight to the death or disappear into the shadows. The characters might logically assume that they are Darguul
interested in understanding the people of Khorvaire; if there’s any chance to negotiate a peace with Dhakaan, it would be with this clan. As far as the goblins are concerned, humans stole their lands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
western pit is 20 feet deep, the central pit is 50 feet deep, and the eastern pit is 10 feet deep. Any creature that falls into the pit lands on jagged shards of metal and takes slashing damage
spoiling for a fight. The fires in the forges are conjured from the Elemental Plane of Fire. A stone lever built into each forge closes a valve in the back of it, extinguishing the flames. Any creature that enters a lit forge or starts its turn in one takes 55 (10d10) fire damage.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Shieldbearers Since their founding, the Shieldbearers have led the Radiant Citadel’s rescue and relocation missions. Typically organized in cohorts of four to six members, they are deployed to lands
outlander backgrounds. Arayat Arayat (neutral, human assassin) was born to a family of Dayawlongon freedom fighters who had no more wars to fight. Peace did not bring them prosperity, and the family’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
succeeds on a DC 20 Intelligence (History) check recalls that the Hellriders were so-named long ago when they descended into the Nine Hells on horseback to fight devils. Most of them never returned. It’s possible that one of Alan’s other patrons knows this bit of history.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
lands have militia for protection against their enemies, and many great rulers in the Realms’ past were fighters of some sort. There are always opportunities for those who know how to handle themselves
in a fight. Able-bodied folk in many parts of the Sword Coast and the North learn at least the rudiments of combat as part of a local militia, serving in times of need, while a few go on to become
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dead land of Cyre continue to fight as if the war had not ended, launching raids out of the “dead-gray mist” to the neighboring lands — including, of course, Thrane. Proclaiming allegiance to something
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, driving other monsters out of the region and straight into inhabited lands. Or a dragon could be a pawn in a greater villain’s schemes, perhaps a warlord who has acquired one of the Orbs of Dragonkind
a dragon down for an all-out fight in most other sites. You can use one of the lair maps in chapter 5 of this book as the key location for such an adventure, fleshing the site out with features and inhabitants using the guidelines in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The characters might use their mounts to fight foes in the air, using the mounted combat rules in the Player’s Handbook. As intelligent creatures, the characters’ mounts can act independently, but they
also follow the characters’ commands. A character’s mount acts on its rider’s turn. If a character lands and dismounts on the Pedestal of Judgment, their mount takes to the sky during the next round
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
warriors of Dhakaan are preparing to reclaim their stolen lands, and the nations of Khorvaire have no idea what’s coming. During the struggle with the daelkyr, some Dhakaani leaders saw the madness
, gathering information on the modern world and serving every clan. At the moment, the Heirs of Dhakaan are maintaining a low profile. They fight most of their battles underground, and occasionally
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Shieldbearers Since their founding, the Shieldbearers have led the Radiant Citadel’s rescue and relocation missions. Typically organized in cohorts of four to six members, they are deployed to lands
outlander backgrounds. Arayat Arayat (neutral, human assassin) was born to a family of Dayawlongon freedom fighters who had no more wars to fight. Peace did not bring them prosperity, and the family’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
palanquin to defeat the demons within while the characters slay the goristro. The goristro defends itself. If the vrocks see that the goristro is losing, they join the fight. The three erinyes easily dispatch
the demons in the palanquin. True Treasure Revealed. Once combat finishes, the three erinyes carry down their claimed treasure: A large cage lands with a thud before the vehicle. Through the iron
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Druid Circles Druidic ways are ancient and largely practiced in secret, away from the eyes of the uninitiated. In many lands, the Old Ways of the First Circle have given way to new churches and
temples, but druids and their followers still gather to honor the cycles of nature and to ensure the natural balance isn’t threatened. People who dwell in or near wild lands do well to learn if a druid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
looking to pick a fight with a foreigner. Example: The Forgotten Realms The world of the Forgotten Realms provides an extensive example of currencies. Although barter, blood notes, and similar letters of
. Electrum and platinum pieces are rarer in these lands. Smaller states use coinage borrowed from other nations and looted from ancient sources. Travelers from certain lands (notably the wizard-dominated
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ Alliance, but the order takes on any character who feels at home in settled lands. Barbarians, rangers, and druids are seldom involved with this faction, which sometimes leads to strained relations
troops to battle. No stranger to the horrors of war, she is keenly aware that the lands represented by the Lords’ Alliance need their soldiers for the protection of their own people. Only when convinced
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of your players want to create characters from more distant lands, use the suggestions provided in the previous section for why the characters are now in Neverwinter. If they don’t already have one
an adult black dragon. The fight wasn’t going well, and nothingness enveloped the character as the character was about to die. Instead of dying, the character woke up in Neverwinter outside Lord
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre’s trust by offering it gold or a weapon
javelins for hunting. When they establish lairs, they settle near the rural edges of settled lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.
An ogre sleeps in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
operation runs true to form, you’ll have plenty of opportunity for both. Samurai Even if samurai are rare in the lands where Acquisitions Incorporated offers franchise opportunities, their fighting spirit
makes them invaluable additions to any franchise — especially if that spirit encompasses the fight for profits. As a samurai, your impressive combat skills are matched by your social grace and wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skull Lord The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to
captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined






