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Returning 23 results for 'player aren and his colony'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
being watched, even when they aren’t.
Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
Backgrounds
Sword Coast Adventurer's Guide
chapter 8 of the Player’s Handbook).
Suggested Characteristics
Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries
)
4
Might. In life as in war, the stronger force wins. (Evil)
5
Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6
Nation. My city, nation, or
Backgrounds
Sword Coast Adventurer's Guide
important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the
Suggested Characteristics
Use the tables for the soldier background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 17. View Player Version The caverns surrounding the mind flayer colony are dark and damp. The space occupied by the
colony is smoothly carved from solid stone. Throughout this level, adventurers hear the constant thunder of the underground river, which is especially loud in area 12 and slightly less so in areas 16 through 20.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 17. View Player Version The caverns surrounding the mind flayer colony are dark and damp. The space occupied by the
colony is smoothly carved from solid stone. Throughout this level, adventurers hear the constant thunder of the underground river, which is especially loud in area 12 and slightly less so in areas 16 through 20.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
colony
Defense: Spore servants and awakened zurkhwoods
Commerce: None
Organizations: Seven myconid circles; Zuggtmoy’s servants
Myconids have lived in Neverlight Grove for untold generations
. Through telepathically shared dreams, corruption has taken root deep within the colony, warping the myconids’ normally placid and peaceful nature into something restive and rapturous. A few realize what is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
colony
Defense: Spore servants and awakened zurkhwoods
Commerce: None
Organizations: Seven myconid circles; Zuggtmoy’s servants
Myconids have lived in Neverlight Grove for untold generations
. Through telepathically shared dreams, corruption has taken root deep within the colony, warping the myconids’ normally placid and peaceful nature into something restive and rapturous. A few realize what is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a
hand. An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a
hand. An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
of farming of which goblins are capable and are charged with checking traps for captured people or beasts. Gatherers aren’t usually armed with weapons more deadly than a sling or a knife, but
darkvision and the Nimble Escape traits common to all goblins. Each time the goblin casts a spell, there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Player’s Handbook to determine the wild magic effect.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Locations The following locations are keyed to map 3, which shows the layout of the Seagrow Caves. Map 3: Seagrow Caves View Player Version B1: Entrance Tunnel Multicolored fungus
the rest of the myconid colony, improving the other myconids’ attitude to indifferent as well. Blighted Fungi. A character who examines any of the fungi notices that many of the mushrooms are sickly
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Locations The following locations are keyed to map 3, which shows the layout of the Seagrow Caves. Map 3: Seagrow Caves View Player Version B1: Entrance Tunnel Multicolored fungus
the rest of the myconid colony, improving the other myconids’ attitude to indifferent as well. Blighted Fungi. A character who examines any of the fungi notices that many of the mushrooms are sickly
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
7.1. Damien Mammoliti Map 7.1: Spaceship Level 1 View Player Version S1: Entrance Sliding double doors open with a hiss to reveal the interior of a massive, derelict vessel of smooth metal. Bulbs
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Crystal Caves Locations The following locations are keyed to map 14.2. Map 14.2: crystal cavesView Player Version C1: Pool of Skins A tunnel filled with noxious gas runs 100 feet from area A4 on the
. Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Crystal Caves Locations The following locations are keyed to map 14.2. Map 14.2: crystal cavesView Player Version C1: Pool of Skins A tunnel filled with noxious gas runs 100 feet from area A4 on the
. Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
7.1. Damien Mammoliti Map 7.1: Spaceship Level 1 View Player Version S1: Entrance Sliding double doors open with a hiss to reveal the interior of a massive, derelict vessel of smooth metal. Bulbs
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
invade the troglodytes’ domain.
Map 2.3: The Glitterhame View Player Version The following locations are identified on map 2.3. VISION IN THE GLITTERHAME
Range of vision is important in the
safely. If the check fails by 5 or more, the character falls, tumbling 20 feet downhill and taking 3 (1d6) bludgeoning damage. 15a. Stirge Colony Creatures. Stirges have made their nest in a small cave
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
invade the troglodytes’ domain.
Map 2.3: The Glitterhame View Player Version The following locations are identified on map 2.3. VISION IN THE GLITTERHAME
Range of vision is important in the
safely. If the check fails by 5 or more, the character falls, tumbling 20 feet downhill and taking 3 (1d6) bludgeoning damage. 15a. Stirge Colony Creatures. Stirges have made their nest in a small cave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Lair The following areas correspond to the labels on map 5.1. This lair has two levels connected by staircases and secret doors. View Player Version X1. Staircase of Eyes Characters are
Qrr’zarq.
Qrr’zarq comes from a colony of mind flayers in Undermountain that wants to implant Xanathar with an illithid tadpole and, through a magical process called ceremorphosis, turn the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Lair The following areas correspond to the labels on map 5.1. This lair has two levels connected by staircases and secret doors. View Player Version X1. Staircase of Eyes Characters are
Qrr’zarq.
Qrr’zarq comes from a colony of mind flayers in Undermountain that wants to implant Xanathar with an illithid tadpole and, through a magical process called ceremorphosis, turn the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Locations on the Fortress Level Map 1.1: Fortress Level View Player Version 1. Ledge A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky
area 23 enter the fray. (Kobolds that leave their original area and are slain here should be noted for possible future reference.) 20. Kobold Colony The strong wooden door that leads to the kobolds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Locations on the Fortress Level Map 1.1: Fortress Level View Player Version 1. Ledge A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky
area 23 enter the fray. (Kobolds that leave their original area and are slain here should be noted for possible future reference.) 20. Kobold Colony The strong wooden door that leads to the kobolds