Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 23 results for 'mounts some with only are from for look'.
Other Suggestions:
months some with only are from for look
mounted some with only are from for look
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sometimes brought to life by influences from the Feywild, which make them colorful and endlessly blooming, or by Shadowfell energy, which covers them with grotesque burls or makes them look lifeless
those hatched and raised in captivity can become reliable mounts.
The thing’s got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!
—Batley Summerfoot, Adventurer
Alex Stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reaching Lyn Armaal Lyn Armaal (shown on maps 9.1 and map 9.2) hangs in the sky, rarely coming within a mile of the ground. To reach it, characters need an airship, flying mounts, or spells and magic
fitted with transparent crystal magnifying lenses. The telescopes are mounted on steel braces and can be turned and angled to look in different directions, including up or down at a 60-degree angle
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
five militia members, who look like they were clubbed to death. New-fallen snow has already begun to settle on their corpses.
These five people pursued the verbeeg for a while and then fell prey to
friends. The chwinga mounts the fox, bestows a charm of animal conjuring or one of the new charms described in appendix C (see “New Chwinga Charms”) upon the character it hit with the snowball, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7.2). Airship If the characters have an airship (see the “Airship of a Cult” section in chapter 4), they can use it to reach Svardborg and avoid a long, icy sea voyage. Flying Mounts The coastal
village of Fireshear is home to a griffon rider and trainer, Dasharra Keldabar. Characters seeking flying mounts in Waterdeep, Neverwinter, or Luskan are directed to Dasharra. They can pay her for griffon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant 12–13 Mounted Uthgardt 14–17 Strong winds 18–19 1 young green dragon 20 1 young silver dragon Aarakocra These intelligent avians fly close to the airship to get a better look. They have had
vulture) or a griffon, as appropriate. The barbarians guide their mounts next to the airship, then leap onto the deck and attack all aboard. Riderless mounts withdraw from the battlefield immediately
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
watchtower as spies.
6 Clear out monsters than have taken over the place.
7 Steal a legendary weapon.
8 Steal griffon mounts.
9 Find a spy among the soldiers stationed at a
here. Several ancient trees form a canopy, and their trunks are sculpted to look like great heroes. Map 4.6: Arbor Watchtower View Player Version Watchtower Villains Villains at a watchtower usually
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the battlefront. Auxiliary Units. A host rarely consists of nothing but goblinoids, especially if it has been on the move for a while. In addition to wolf and worg mounts and flocks of squawking ravens
is released by someone remote from the group, and it can be sent out again to look for the individual that released it in order to deliver a response. Most of the army travels on foot, and wolf-riding
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M22), Endelyn Moongrave is on the balcony (area M19) that hangs 20 feet above this chamber, where she can be seen by characters who look up. She is positioned in front of the door to area M22. If the
vehicles or mounts, which are parked in area M21. Contraption. The Orrery of Tragedies is 20 feet tall and 60 feet in diameter. It uses magic and mathematics to produce its prognostications, and it can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mounts. As a cartographer, you have a sharp eye for detail and take an interest in people, history, and natural features. You help advance your franchise by discovering and mapping new locations or
repaid to Head Office. Spyglass of Clairvoyance At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
patriars. Sitting atop their hill, the patriars look down on the rest of Baldur’s Gate in every real sense, wielding their wealth and influence to push the Council of Four to protect their lifestyle
the district, neighborhoods are divided by walls, but these walls have walkways atop them so that foot traffic can proceed unimpeded by the gates that slow carts and mounts. Here, refugees from
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-seekers come pouring in by the dozens. Trieltan folk tend to see these occasional influxes of gold-hungry seekers the way other settlements look upon periodic plagues of locusts: aggravating, inevitable
, with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Locations K1. Front Gate The keep’s main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
gate raises or lowers the gate bars. Another controls the portcullis. Three holes in the floor, each about a foot square, look down on the passage below.
This area serves as a barracks and a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to
Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of them (their concerns are with the Underdark, after all). If the characters seem intent on reaching the surface, a society member might suggest they look for a guide in one of the Underdark’s larger
Encounter 1 2d4 deep gnomes 2 2d4 drow 3 2d4 duergar 4 2d4 kuo-toa Deep gnome and drow traders have a 50 percent chance of having half their number in giant lizards as mounts and pack animals. Duergar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
draw out the impurities. A smaller pool in the southeast corner holds what appears to be molten silver.
Creatures that look like a mix of humanoid amphibians and elemental fire are tending to the
lives if a character makes a successful DC 10 Charisma (Intimidation) check. They know the forge is infested with firenewts, where the newts’ giant strider mounts are kept, and that two dwarf prisoners
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
look for opportunities to push characters off the bridge. If two gargoyles are defeated, the third retreats, flying to area B2 to hide. Chasm Floor. Several skeletons lie broken or half-buried on the
spiky maces where his fists should be.
The interior of the chamber can be described as follows: Large stone statues carved to look like scowling dwarf warriors line the walls of this large chamber
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the yakfolk village. Normal horses and ponies are reticent to climb the staircase. Coaxing such a creature to climb the stairs requires a DC 15 Wisdom (Animal Handling) check. Magically summoned mounts
) 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->The Wild Beyond the Witchlight
door is sculpted to look like the head of a cat. As you approach, it purrs, “Why, hello there.”
This door was meant to require a password to be opened, but the door grew bored of asking for the
jar shows what the creature might look like in its later years. Zybilna was the last one to touch the jars, so they currently show images of her past, present, and future self:
The lowest jar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guards. The walls ringing the rest of the camp are 12 feet high, but they look higher from outside because of the fort’s elevation. 2. Ore Gate Despite its name, this secondary gate on the south wall
the Flaming Fist. 10B. Raptor Pen Six hadrosauruses and four deinonychuses (see appendix D for both creatures’ statistics) are housed in protected stables. The hadrosauruses serve as mounts for small
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the city and picking them up on the other, after grooms have ferried them around the outside of the walls. The stables are also unusual in their willingness to rent mounts to city residents in need
Little Calimshan seem fractious and standoffish, in fact the opposite is true: the thick wall walks act as elevated streets, with locals able to look out over the layout from above and easily pick a path
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
have ferried them around the outside of the walls. The stables are also unusual in their willingness to rent mounts to city residents in need of transportation, cutting down on the need of city dwellers
is true: the thick wall walks act as elevated streets, with locals able to look out over the layout from above and easily pick a path to their intended destination. Second only to the Wide in the chaos
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
among what look like egg fragments.
More than two hundred lizardfolk eggs are buried in the mud in this room. Three near the door have hatched very recently. Any blow will kill these hatchlings
their eel mounts behind. Treasure. The locathah hunter carries a leather purse containing 20 gp. 52. Merfolk Pool This pool and the three to the north (areas 49, 50, and 51) are partly illuminated by






