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Returning 23 results for 'pit tribe'.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
— for goblins, life is short.
Goblins seek to trap and enslave any creatures they encounter, but they flee from opposition that seems too daunting. For miles around their lair, they employ pit
occasionally abused) pets.
Virtually any kind of creature that can be browbeaten into service might be found with a goblin tribe, but rats and wolves are nearly always present. Both have lived in concert
Compendium
- Sources->Dungeons & Dragons->Stranger Things
. Climbing out of the pit is easy to do. Troglodytes. Four troglodytes, members of the tribe from the caverns who ran into the labyrinth to escape the thessalhydra, have been trapped here for two weeks
encounter). d6 Encounter
1 Damaged Walls
2 Treasure
3 Pit Trap
4 Troglodytes
5 Skeletons
6 The Lost Knight
Damaged Walls. The next hallway the characters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Orc Lairs An orc tribe needs a home base of sorts — a place where warriors can reconnoiter after a raid, and ideally also a site that can be easily defended to ensure the safety of the tribe’s
followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe. At the center of the camp is the tribe’s war hearth. Once a war hearth is lit
Compendium
- Sources->Dungeons & Dragons->Stranger Things
don’t bother them, they won’t bother the characters. Area 3. There’s a 20-foot-wide pit. It takes a successful DC 12 Strength (Athletics) check to jump across. Failing a jump without a safety rope tied
to you means you fall away into darkness and take 3d10 bludgeoning damage. The pit is 30 feet deep. Nearby is a hidden passage (marked as an “S” on the map). It takes a successful DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Individual kobolds might rest in a shallow pit or a personal-sized alcove, depending on the customs of the tribe. These spaces are used primarily for resting, although some kobolds might quietly work on
Kobold Lairs The lair of a kobold tribe is usually a maze of twisty little passages, sometimes stretching for hundreds of yards, and frequently guarded by traps. The area has a host of intersections
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated
battlefield. The followers of all three gods are a tribe’s raiders and ravagers — often the only part of an orc tribe that its victims ever see. Deep within the den of a tribe, far away from the war-hearth
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is strewn with gnawed bones — the remains of dead dwarves and drow. A circular pit, nine feet deep, holds six captives — two drow and four shield dwarf commoners. These unfortunates were separated
from larger groups (see “Random Encounters” earlier in this chapter) and captured by the troglodytes. Every couple of days, one of them is eaten by the tribe. The captives are filthy and weak; each has
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to trap and enslave any creatures they encounter, but they flee from opposition that seems too daunting. For miles around their lair, they employ pit traps, snares, and nets to catch the unwary, and
creature that can be browbeaten into service might be found with a goblin tribe, but rats and wolves are nearly always present. Both have lived in concert with goblins for at least as long as humans have
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
giant tribe holding the dragon’s egg hostage.
4 An adult emerald dragon is fascinated by the intrigues of a rakshasa disguised as a human merchant prince.
5 An adult emerald dragon shows an
who killed the emerald dragon’s mate, looking for weaknesses.
Ancient Emerald Dragon Connections d4 Connected Creatures
1 An ancient emerald dragon bargains with a pit fiend to buy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, almost 150 feet above. The stairs end after 50 feet, requiring an easy climb up the ribs. Treasure The odd backpacks are five balloon packs (see chapter 7) left here by the cultists. F2. Howling Pit
Wind howls as it climbs this dark shaft.
After 80 feet, the pit tapers into a tunnel (area N1 of the Howling Caves, described later in this chapter). Chaotic gusts blow up and down the shaft, too
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
exchange for their help. Characters who offend King Groak are thrown in the prison pit (area 7). There, they are approached in secret by Krr’ook, who tries to explain her dilemma. If the party agrees to
, Roark’s loyalty is to the tribe first and Groak second, but Roark is dutifully abiding the king’s obsession for now. He is suspicious of adventurers yet open to help in defending his village from the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
leather boots. The verbeeg is fashioning a small knife he can use to carefully unstitch the boots and reuse the leather. V4. Refuse Pit This dead-end cavern has a crudely excavated, ten-foot-wide pit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
, 10-foot-deep pit. A 2-foot-wide catwalk on the west edge allows access to the door that leads to area 4. It takes a successful DC 15 Wisdom (Perception) check to note the trapdoor’s unmortared edge
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pit around which yakfolk gather to hear the words of their chief. This pit is also where the yakfolk bring workers to fight one another and where they execute prisoners. The rest of the time, the pit
fire pit and the south wall is an ornately engraved bronze gong and a wooden mallet that has a head padded with yak hide. The gong and the mallet hang from a wooden frame. The hut is home to Chief Kartha
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shrine is cursed, so they avoid it. However, Yokka had a vision of a treasure inside the shrine that could make him a great figure in his tribe, so he and his followers have spent the last tenday
the southernmost latrine. He survived the attack but couldn’t climb out of the reeking pit by himself, and he died of thirst within days. Treasure. Characters who search the dead templar find a suit
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) anxiously searching for the lost goats it tends for a frost giant tribe
7 1 frost giant (attitude: 1d8 + 1) building a wind shelter from ice blocks
8 1 frost giant ice shaper* (attitude
against the tribe that exiled it
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Hill Giant Encounters The Hill
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
they spot trouble. Treasure. The orcs’ scavenged loot amounts to 119 cp, 23 sp, and 45 gp. 20. Troglodyte Cavern A tribe of troglodytes dwells in the central portion of the cavern complex. The group
the manticores in area 30. 33. Chief’s Secret Treasure Room Beyond the secret door to this room waits a hidden pit, 30 feet deep, with a trapdoor cover that snaps shut once someone has fallen through
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their spirit mound. Each tribe has erected its own totem pole near the altar. The Black Lion totem pole is covered with dried pitch and has a lion’s skull atop it. The Red Tiger totem pole is stained
ceiling lined with stalactites and pierced with tree roots. The floor around the outside of the Sunken Grove beneath the ceiling is dotted with stalagmites. The distance from the top of the pit to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
possessions. He is very grateful to the characters if they rescue him and eager to accompany them for the rest of the adventure (after which he returns to his tribe). He and his giant eel were captured by
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
site of a pit trap. The trap is well concealed by a false floor and requires a successful DC 16 Wisdom (Perception) check to be noticed. Creatures that step on the false floor fall through into a bog
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hang back and pelt the characters with arrows while Nartham and his bulette tear into the party. The hobgoblins are mercenaries, hoping to earn enough loot to return to their tribe and take it over
pit on the north side of the room.
Doors lead to the east and the southwest. This room serves as a guard post for the Black Earth cult. It also provides a good place from which the earth cultists
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
round of combat. C8. Ancient Silos There are two of these rooms, both identical. This large room is strewn with crumbling masonry. A dry pit lies in the middle of the floor, ringed by a five-foot-wide
caught skulking in the area a few days ago. Eight lizardfolk are here now, including the leader of the tribe, a warrior with 36 hit points named Tornscale. They are armed with javelins, maces, and shields